Abstract
Abstract
“Gamification” has gained considerable scholarly and practitioner attention; however, the discussion in academia has been largely confined to the human–computer interaction and game studies domains. Since gamification is often used in service design, it is important that the concept be brought in line with the service literature. So far, though, there has been a dearth of such literature. This article is an attempt to tie in gamification with service marketing theory, which conceptualizes the consumer as a co-producer of the service. It presents games as service systems composed of operant and operand resources. It proposes a definition for gamification, one that emphasizes its experiential nature. The definition highlights four important aspects of gamification: affordances, psychological mediators, goals of gamification and the context of gamification. Using the definition the article identifies four possible gamifying actors and examines gamification as communicative staging of the service environment.
Publisher
Springer Science and Business Media LLC
Subject
Management of Technology and Innovation,Marketing,Computer Science Applications,Economics and Econometrics,Business and International Management
Reference69 articles.
1. Alt, R., Abramowicz, W., & Demirkan, H. (2010). Service-orientation in electronic markets. Electronic Markets, 20(3–4), 177–180.
2. Arnould, E. (2007). Consuming experience: Retrospects and prospects. In A. Carù, & B. Cova (Eds.), Consuming experience (pp. 185–194). Oxon: Routledge.
3. Arnould, E. J., Price, L. L., & Tierney, P. (1998). Communicative Staging of the Wilderness Servicescape. Service Industries Journal, 18(3), 90–115.
4. Avedon, E. M., & Sutton-Smith, B. (1971). The study of games. New York: Wiley.
5. Bitner, M. J. (1992). Servicescapes: The impact of physical surroundings on customers and employees. Journal of Marketing, 56(2), 57–71.
Cited by
602 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献