Gamification in the customer journey: a conceptual model and future research opportunities

IF 3.9 3区 管理学 Q2 BUSINESS
Jorge Henrique O. Silva, G. H. Mendes, J. Teixeira, D. Braatz
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引用次数: 2

Abstract

PurposeWhile academics and practitioners increasingly recognize the impacts of gamification on customer experience (CX), its role in the customer journey remains undeveloped. This article aims to identify how gamification can leverage each customer journey stage, integrate the findings into a conceptual model and propose future research opportunities.Design/methodology/approachSince CX and customer journey are interrelated concepts, the authors rely on CX research to identify research themes that provide insights to propose the conceptual model. A systematic review of 154 articles on the interplay between gamification and CX research published from 2013 to 2022 was performed and analyzed by thematic content analysis. The authors interpreted the results according to the service customer journey stages and the taxonomy of digital engagement practices.FindingsThis article identified five main thematic categories that shape the conceptual model (design, customer journey stages, customer, technology and context). Gamification design can support customer value creation at any customer journey stage. While gamification can leverage brand engagement at the pre-service stage by enhancing customer motivation and information search, it can leverage service and brand engagement at the core and post-service stages by enhancing customer participation and brand relationships. Moreover, customer-, technology- and context-related factors influence the gamified service experience in the customer journey.Originality/valueThis article contributes to a conceptual integration between gamification and customer journey. Additionally, it provides opportunities for future research from a customer journey perspective.
客户旅程中的游戏化:一个概念模型和未来的研究机会
目的虽然学术界和从业者越来越认识到游戏化对客户体验的影响,但它在客户旅程中的作用仍未得到开发。本文旨在确定游戏化如何利用每个客户旅程阶段,将研究结果整合到概念模型中,并提出未来的研究机会。设计/方法论/方法由于CX和客户旅程是相互关联的概念,作者依靠CX研究来确定研究主题,为提出概念模型提供见解。对2013年至2022年发表的154篇关于游戏化与CX研究之间相互作用的文章进行了系统综述,并通过主题内容分析进行了分析。作者根据服务客户旅程阶段和数字参与实践的分类法对结果进行了解释。发现本文确定了形成概念模型的五个主要主题类别(设计、客户旅程阶段、客户、技术和背景)。游戏化设计可以在任何客户旅程阶段支持客户价值创造。虽然游戏化可以通过增强客户动机和信息搜索,在服务前阶段利用品牌参与度,但它可以通过加强客户参与度和品牌关系,在核心和服务后阶段利用服务和品牌参与度。此外,与客户、技术和环境相关的因素会影响客户旅程中的游戏化服务体验。创意/价值本文有助于游戏化和客户旅程之间的概念整合。此外,它还为未来从客户旅程角度进行研究提供了机会。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
8.00
自引率
15.20%
发文量
29
期刊介绍: Formerly known as Managing Service Quality – Impact Factor: 1.286 (2015) – the Journal of Service Theory and Practice (JSTP) aims to publish research in the field of service management that not only makes a theoretical contribution to the service literature, but also scrutinizes and helps improve industry practices by offering specific recommendations and action plans to practitioners. Recognizing the importance of the service sector across the globe, the journal encourages submissions from and/or studying issues from around the world. JSTP gives prominence to research based on real world data, be it quantitative or qualitative. The journal also encourages the submission of strong conceptual and theoretical papers that make a substantive contribution to the scholarly literature in service management. JSTP publishes double-blind peer reviewed papers and encourages submissions from both academics and practitioners. The changing social structures and values, as well as new developments in economic, political, and technological fields are creating sea-changes in the philosophy, strategic aims, operational practices, and structures of many organizations. These changes are particularly relevant to the service sector, as public demand for high standards increases, and organizations fight for both market share and public credibility. The journal specifically addresses solutions to these challenges from a global, multi-cultural, and multi-disciplinary perspective.
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