Gamified Information Presentation and Consumer Adoption of Product Innovations

Author:

Müller-Stewens Jessica1,Schlager Tobias2,Häubl Gerald3,Herrmann Andreas4

Affiliation:

1. Jessica Müller-Stewens is a doctoral student in marketing, Institute for Customer Insight, University of St. Gallen.

2. Tobias Schlager is Postdoctoral Researcher in Marketing, Institute for Customer Insight, University of St. Gallen.

3. Gerald Häubl is Ronald K. Banister Chair in Business, University of Alberta, and Research Professor in Consumer Behavior, Institute for Customer Insight, University of St. Gallen.

4. Andreas Herrmann is Professor of Marketing, Institute for Customer Insight, University of St. Gallen.

Abstract

This research examines the effect of gamified information presentation—conveying information about a product innovation in the form of a game—on consumer adoption of that innovation. The key hypothesis is that gamified information presentation promotes consumer innovation adoption and that it does so through two parallel psychological processes—by increasing consumer playfulness, which stimulates curiosity about the innovation, and by enhancing the perceived vividness of information presentation, which increases the perceived advantage of the innovation relative to (less innovative) competing products. Evidence from seven studies, including two field experiments, supports this theorizing. The results also show that for gamified information presentation to increase innovation adoption, it is essential that the information is integrated into the game. These findings advance the understanding of the psychological forces that govern how consumers respond to receiving product information in the form of games, and they have important practical implications for how firms might use gamified information presentation to promote sales of new products.

Publisher

SAGE Publications

Subject

Marketing,Business and International Management

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