游戏化短视:游戏化活动中的满足效应

Gamification Myopia: Satiation Effects in Gamified Activities

JOURNAL OF SERVICE RESEARCH · 2023
被引 14
人大 A-ABS 4

中文导读

通过10项研究(含行为数据、调查、现场和实验室实验),发现重复游戏化活动会降低体验质量和行为参与,并提出引入机制与奖励多样性、恢复期和接近胜利感等策略来缓解满足效应。

Abstract

Despite the popularity of gamification to improve the quality of experience in a variety of services, there is a lack of evidence on its effective integration into service design and the long-term impact of repeated gamified activities on customer experience. Using 10 studies, including behavioral data, survey, field, and laboratory experiments, this research investigates the effects of repeated gamified activities on customer experience quality and behavioral engagement. We examine the phenomenon through the lens of satiation theory, which explains the declining enjoyment for initially pleasurable activities. Supported by this theory, our results show evidence for a negative impact of gamified services that are highly repeated on experience quality and behavioral engagement. Further, we demonstrate strategies to compensate for such satiation by introducing mechanism and reward variety, a recovery period, and a sense of being near-to-winning. This research makes theoretical and managerial contributions by showing the potential backfire effects of gamification when gamified activities are repeated. Furthermore, this paper feeds the ongoing debate on standardization and personalization of service experiences. This paper demonstrates how high exposure to the same service experience can become counterproductive and increase risks of satiation.

游戏化服务设计客户体验行为参与满足理论