A BIBLIOMETRIC REVIEW OF RESEARCH ON GAMIFICATION IN MARKETING: REFLECTIONS FOR MOVING FORWARD

IF 1 Q4 MANAGEMENT
Nadzirah Rosli, Hafizah Omar Zaki
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Abstract

Gamification has become increasingly popular among businesses, institutions and consumers, especially since the emergence ofCovid-19 pandemic. It has been widely used to promote positive changes in user behaviour, improve companies’ digital presenceand provide immersive and engaging brand experiences. Though bibliometric studies on gamification have been conducted previously, information on citations and networking analysis emphasises marketing and consumer behaviour remains scarce. Thus, the purpose of this bibliometric study is to describe how gamification is structured and how it has evolved over time. To achieve this, we utilise citation analysis and co-word analysis to visually uncover the intellectual, conceptual and social network structures in gamification research. A total of 558 articles published between 2011 and 2021 were extracted from the Dimension.ai database through the PRISMA review process. The results reveal positive growth in gamification research between 2011 and 2021. The United States was the most productive and most cited country and the most productive and influential institution was Tampere University in Finland, which houses Juho Hamari, the most influential and most cited author. Additionally, the results reveal recent trends in gamification research including those related to value, brand and attitude as well as emerging trends including artificial intelligence. The results also reveal collaborations through co-authorship among authors, institutions and countries. Together, they depict the intellectual landscape of gamification as related to marketing and consumer behaviour. This is beneficial for both inexperienced and experienced scholars, practitioners, funding agencies and policymakers.
市场营销中游戏化研究的文献计量学回顾:对未来的思考
游戏化在企业、机构和消费者中越来越受欢迎,尤其是在新冠肺炎大流行出现以来。它已被广泛用于促进用户行为的积极变化,改善公司的数字形象,并提供身临其境、引人入胜的品牌体验。虽然之前已经进行了关于游戏化的文献计量学研究,但关于引用和网络分析的信息仍然很少,强调市场和消费者行为。因此,这项文献计量学研究的目的是描述游戏化是如何构建的,以及它是如何随着时间的推移而演变的。为了实现这一目标,我们利用引文分析和共词分析来直观地揭示游戏化研究中的智力、概念和社会网络结构。从维度中提取了2011年至2021年间发表的558篇文章。ai数据库通过PRISMA审查程序。结果显示,2011年至2021年间,游戏化研究呈正增长趋势。美国是产出最多、被引用次数最多的国家,而产出最多、影响力最大的机构是芬兰坦佩雷大学(Tampere University),最有影响力、被引用次数最多的作者Juho Hamari就住在该校。此外,调查结果还揭示了游戏化研究的最新趋势,包括与价值、品牌和态度相关的趋势,以及包括人工智能在内的新兴趋势。研究结果还揭示了作者、机构和国家之间的合作。他们共同描绘了游戏化与市场营销和消费者行为相关的知识图景。这对没有经验和有经验的学者、实践者、资助机构和决策者都是有益的。
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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14.30%
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