作为客户忠诚度工具的游戏化。来自意大利银行业的证据

Valeria Roncone, Manuela Massari
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引用次数: 3

摘要

在过去的几年里,游戏化,即在非游戏环境中采用游戏技术,已被证明是提高客户忠诚度和参与度的有力工具,在许多领域,例如:电子学习,旅游,营销,生态可持续性和医疗健康。本文的目的是将注意力集中在意大利银行业,以调查在提供银行产品和服务的游戏化机制的实施水平。游戏化的使用可能是银行加强与客户关系的一个好机会,通过利用情感和心理因素(乐趣和动机),使一项特别无聊的活动变得有趣。然而,从对所考虑的意大利银行的分析来看,出现了一个仍然不太倾向于同化这种方法的部门,并且在少数情况下观察到游戏化技术之间多样化程度较差的情况。JEL分类号:G20、G21。关键词:数字银行,移动应用,网站,游戏化,客户忠诚度,乐趣,动机,银行产品,银行服务,银行业,意大利
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification as a Customer Loyalty Tool. Evidence from the Italian Banking Industry
Abstract Over the last few years, gamification, that is the adoption of gaming techniques in non-gaming contexts, has proved to be a powerful tool for customer loyalty and involvement, in many sectors such as, for example: e-learning, tourism, marketing, eco-sustainability and medical health. The objective of this paper is to focus attention on the Italian banking industry in order to investigate the level of implementation of gamification mechanics within the offer of banking products and services. The use of gamification could represent a good opportunity for banks to strengthen the relationship with customers, making a particularly boring activity enjoyable, just by leveraging emotions and psychological factors (fun and motivation). However, from the analysis of the universe of Italian banks taken into consideration, emerges a sector still little inclined to the assimilation of this approach and in the few cases observed a situation of poor diversification between the techniques of gamification. JEL classification numbers: G20, G21. Keywords: Digital banking, Mobile applications, Websites, Gamification, customer loyalty, Fun, Motivation, Banking products, Banking services, Banking industry, Italy.
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