这真的不是游戏:服务研究中游戏化的整合性综述

It is Really Not a Game: An Integrative Review of Gamification for Service Research

JOURNAL OF SERVICE RESEARCH · 2022
被引 79
人大 A-ABS 4

中文导读

整合跨学科文献,界定服务情境下的游戏化概念,基于34篇实证研究提炼出生产、消费、交换和分配四大功能,为服务研究者提供未来研究议程。

Abstract

Gamification has attracted considerable practitioner attention and has become a viable tactic for influencing behavior, boosting innovation, and improving marketing outcomes across industries. Simultaneously, studies on the use of gamification techniques have emerged in diverse fields, including computer science, education, and healthcare. Despite the broad popularity of gamification in other fields, it has received only limited attention in the service literature. Moreover, the findings of extant studies on gamification in the service field are inconclusive and suggest an incomplete understanding of the employment of gamification in service contexts. Thus, this study aims to integrate the growing but scattered cross-disciplinary literature on gamification and to emphasize its relevance to service research. Specifically, we first conceptualize gamification for service and differentiate it from related concepts. Then, using a systematic literature review, we identify 34 empirical articles that reflect this gamification conceptualization and can be connected to relevant service research themes (e.g., customer participation, experience, and loyalty). Employing activity theory, we derive four higher-order functions of gamification: production, consumption, exchange, and distribution. Finally, we develop a research agenda to generate a better understanding of the central aspects within each of the identified gamification functions and stimulate future academic efforts on gamification in services.

服务研究游戏化营销消费者行为跨学科综述