游戏化已经在医疗健康、教育培训、营销活动和企业管理等方面得到广泛应用,能够影响用户的心理状态和行为,例如促进参与和实现契合。目前,已有不少企业将游戏设计元素应用于营销实践,开展游戏化营销。自从“游戏化”概念在2011年游戏开发者大会被提及至今,国外不少学者和机构围绕这一主题进行了研究和探讨,而国内的学者尚未给予足够的重视,研究明显滞后。鉴于此,本文围绕游戏化营销的产生背景、应用领域、理论基础和概念模型等方面对国外的相关文献进行了综述,界定了游戏化营销的基本含义,梳理了游戏化营销的应用范围,总结了游戏化营销比传统营销方式更有效的原因,并对未来的研究方向进行了展望,以期为游戏化营销研究者和实践者提供借鉴。
国外游戏化营销研究综述与展望
摘要
参考文献
1 Bittner J V, Schipper J. Motivational effects and age differences of gamification in product advertising[J]. Journal of Consumer Marketing, 2014, 31(5): 391–400. DOI:10.1108/JCM-04-2014-0945
2 Bogost I. Gamification is bullshit[EB/OL]. 2011. http://bogost.com/writing/blog/gamification_is_bullshit/.
3 Brodie R J, Ilic A, Juric B, et al. Consumer engagement in a virtual brand community: An exploratory analysis[J]. Journal of Business Research, 2013, 66(1): 105–114. DOI:10.1016/j.jbusres.2011.07.029
4 Bunchball. Gamification 101: An introduction to the use of game dynamics to influence behavior[EB/OL]. 2010. http://jndglobal.com//wp-content/uploads/2011/05/gamification1011.pdf.
5 Caillois R, Barash M. Man, play, and games[M]. Champaign, Illinois: University of Illinois Press, 1961.
6 Conaway R, Garay M C. Gamification and service marketing[J]. SpringerPlus, 2014, 3: 653. doi: 10.1186/2193-1801-3-653. DOI:10.1186/2193-1801-3-653
7 Csikszentmihalyi M. Play and intrinsic rewards[A].Csikszentmihalyi M(Ed.). Flow and the foundations of positive psychology[C]. Netherlands: Springer, 1975.
8 Csikszentmihalyi M. Toward a psychology of optimal experience[M]. New York: Harper & Row, 1990.
9 de Ca Ziesemer A, Müller L, Silveira M S. Just rate it! Gamification as part of recommendation[A]. Kurosu M(Ed.). Human-computer interaction: Applications and services[C]. Cham: Springer, 2014: 786–796.
10 Deci E L, Ryan R M. A motivational approach to self: Integration in personality[J]. Nebraska Symposium on Motivation, 1990, 38(2): 237–288.
11 Deterding S, Dixon D, Khaled R, et al. From game design elements to gamefulness: Defining gamification[A]. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments[C]. New York: ACM, 2011: 9–15.
12 Donato P, Link M W. The gamification of marketing research[J]. Marketing News, 2013, 47(2): 38–42.
13 Gabisch J A. Virtual world brand experience and its impact on real world purchasing behavior[J]. Journal of Brand Management, 2011, 19(1): 18–32. DOI:10.1057/bm.2011.29
14 Gatautis R, Banyte J, Piligrimiene Z, et al. The impact of gamification on consumer brand engagement[J]. Transformations in Business & Economics, 2016a, 15(1): 173–191.
15 Gatautis R, Vitkauskaite E, Gadeikiene A, et al. Gamification as a mean of driving online consumer behaviour: Sor model perspective[J]. Engineering Economics, 2016b, 27(1): 90–97.
16 Grammenos D, Margetis G, Koutlemanis P, et al. Paximadaki, the game: Creating an advergame for promoting traditional food products[A]. Proceedings of the 16th International Academic MindTrek Conference[C]. New York: ACM, 2012: 287–290.
17 Hamari J, Koivisto J, Sarsa H. Does gamification work? A literature review of empirical studies on gamification[A]. Proceedings of the 47th Hawaii International Conference on System Sciences[C]. Waikoloa, HI, USA: IEEE, 2014: 3025–3034.
18 Hamari J, Shernoff D J, Rowe E, et al. Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning[J]. Computers in Human Behavior, 2016, 54: 170–179. DOI:10.1016/j.chb.2015.07.045
19 Hang H M, Auty S. Children playing branded video games: The impact of interactivity on product placement effectiveness[J]. Journal of Consumer Psychology, 2011, 21(1): 65–72. DOI:10.1016/j.jcps.2010.09.004
20 Harms J, Biegler S, Wimmer C, et al. Gamification of online surveys: Design process, case study, and evaluation[A]. Abascal J, Barbosa S, Fetter M, et al(Eds.). Human-Computer Interaction-INTERACT2015[C]. Cham: Springer, 2015: 219–236.
21 Harwood T, Garry T. An investigation into gamification as a customer engagement experience environment[J]. Journal of Services Marketing, 2015, 29(6-7): 533–546.
22 Hofacker C F, De Ruyter K, Lurie N H, et al. Gamification and mobile marketing effectiveness[J]. Journal of Interactive Marketing, 2016, 34: 25–36. DOI:10.1016/j.intmar.2016.03.001
23 Hollebeek L D, Glynn M S, Brodie R J. Consumer brand engagement in social media: Conceptualization, scale development and validation[J]. Journal of Interactive Marketing, 2014, 28(2): 149–165. DOI:10.1016/j.intmar.2013.12.002
24 Hsu S H, Chang J W, Lee C C. Designing attractive gamification features for collaborative storytelling websites[J]. Cyberpsychology, Behavior, and Social Networking, 2013, 16(6): 428–435. DOI:10.1089/cyber.2012.0492
25 Huang J H, Yang T K. The effectiveness of in-game advertising: The impacts of ad type and game/ad relevance[J]. International Journal of Electronic Business Management, 2012, 10(1): 61–72.
26 Huotari K, Hamari J. A definition for gamification: Anchoring gamification in the service marketing literature[J]. Electronic Markets, 2017, 27(1): 21–31. DOI:10.1007/s12525-015-0212-z
27 Jipa G, Marin I. Enterprise gamification in business to consumer (b2c) engagement model[A]. Carmen C N(Ed.). Proceedings of the International Management Conference[C]. Bucharest, Romania: Faculty of Management, Academy of Economic Studies, 2014: 489–496.
28 Kapp K M. The gamification of learning and instruction: Game-based methods and strategies for training and education[M]. Hoboken, New Jersey: John Wiley & Sons, 2012.
29 Kavaliova M, Virjee F, Maehle N, et al. Crowdsourcing innovation and product development: Gamification as a motivational driver[J]. Cogent Business & Management, 2016, 3(1). doi: 10.1080/23311975.2015.1128132. DOI:10.1080/23311975.2015.1128132
30 Koufaris M. Applying the technology acceptance model and flow theory to online consumer behavior[J]. Information Systems Research, 2002, 13(2): 205–223. DOI:10.1287/isre.13.2.205.83
31 Lazzaro N. Why we play games: Four keys to more emotion without story[EB/OL]. 2004. http://www.xeodesign.com/xeodesign_whyweplaygames.pdf.
32 Lounis S, Neratzouli X, Pramatari K. Can gamification increase consumer engagement? A qualitative approach on a green case[A]. Douligeris C, Polemi N, Karantjias A, et al(Eds.). Conference on e-Business, e-Services and e-Society[C]. Berlin Heidelberg: Springer, 2013: 200–212.
33 Lucassen G, Jansen S. Gamification in consumer marketing—Future or fallacy?[J]. Procedia-Social and Behavioral Sciences, 2014, 148: 194–202. DOI:10.1016/j.sbspro.2014.07.034
34 Mavletova A. A gamification effect in longitudinal web surveys among children and adolescents[J]. International Journal of Market Research, 2015, 57(3): 413–438.
35 McGonigal J. Reality is broken: Why games make us better and how they can change the world[M]. New York: Penguin Books, 2011.
36 Nicholson S. A user-centered theoretical framework for meaningful gamification[EB/OL]. 2012. http://scottnicholson.com/pubs/meaningfulframework.pdf.
37 Palmer D, Lunceford S, Patton A J. The engagement economy: How gamification is reshaping businesses[EB/OL]. 2012. https://dupress.deloitte.com/dup-us-en/deloitte-review/issue-11/the-engagement-economy-how-gamification-is-reshaping-businesses.html.
38 Penenberg A L. Play at work: How games inspire breakthrough thinking[M]. New York: Portfolio/Penguin, 2015.
39 Robson K, Plangger K, Kietzmann J, et al. Understanding gamification of consumer experiences[J]. Advances in Consumer Research, 2014, 42(1): 352–356.
40 Robson K, Plangger K, Kietzmann J H, et al. Game on: Engaging customers and employees through gamification[J]. Business Horizons, 2016, 59(1): 29–36. DOI:10.1016/j.bushor.2015.08.002
41 Ryan R M, Deci E L. Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being[J]. American Psychologist, 2000, 55(1): 68–78. DOI:10.1037/0003-066X.55.1.68
42 Shang S S C, Lin K Y. An understanding of the impact of gamification on purchase intentions[A]. Proceedings of the 19th Americas Conference on Information Systems (AMCIS 2013)[C]. Chicago, Illinois: Association for Information Systems, 2013: 439–448.
43 Sigala M. The application and impact of gamification funware on trip planning and experiences: The case of TripAdvisor’s funware[J]. Electronic Markets, 2015, 25(3): 189–209. DOI:10.1007/s12525-014-0179-1
44 Suits B. What is a game?[J]. Philosophy of Science, 1967, 34(2): 148–156. DOI:10.1086/288138
45 Theotokis A, Doukidis G. When adoption brings addiction: A use-diffusion model for social information systems[J]. Social Science Electronic Publishing, 2009, 4(5): 552–559.
46 Ueyama Y, Tamai M, Arakawa Y, et al. Gamification-based incentive mechanism for participatory sensing[A]. 2014 IEEE International Conference on Pervasive Computing and Communications Workshops[C]. USA: IEEE, 2014: 98–103.
47 Waiguny M K J, Nelson M R, Marko B. How advergame content influences explicit and implicit brand attitudes: When violence spills over[J]. Journal of Advertising, 2013, 42(2-3): 155–169. DOI:10.1080/00913367.2013.774590
48 Werbach K, Hunter D. For the win: How game thinking can revolutionize your business[M]. Philadelpha, PA: Wharton Digital Press, 2012.
49 Xu F F, Buhalis D, Weber J. Serious games and the gamification of tourism[J]. Tourism Management, 2017, 60: 244–256. DOI:10.1016/j.tourman.2016.11.020
50 Yee N. Motivations for play in online games[J]. Cyberpsychology & Behavior, 2006, 9(6): 772–775.
51 Zhang P, Finneran C. Flow in computer-mediated environments: Promises and challenges[J]. Communications of the Association for Information Systems, 2005, 15(4): 82–101.
52 Zichermann G, Linder J. Game-based marketing: Inspire customer loyalty through rewards, challenges, and contests[M]. Hoboken, New Jersey: John Wiley & Sons, 2010.
53 Zichermann G, Linder J. The gamification revolution: How leaders leverage game mechanics to crush the competition[M]. New York: McGraw-Hill Education, 2013.
54 Zuckerman O, Gal-Oz A. Deconstructing gamification: Evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity[J]. Personal and Ubiquitous Computing, 2014, 18(7): 1705–1719. DOI:10.1007/s00779-014-0783-2
引用本文
宁昌会, 奚楠楠. 国外游戏化营销研究综述与展望[J]. 外国经济与管理, 2017, 39(10): 72–85.
导出参考文献,格式为: