,  том 34 ,  издание 2 ,  страницы 766-785

Fun Shopping: A Randomized Field Experiment on Gamification

Тип публикации: Journal Article
Дата публикации: 2023-06-01
SCImago Q1
Tоп 10% SCImago
WOS Q1
БС1
SJR: 5.679
CiteScore: 13.8
Impact factor: 7.8
ISSN: 10477047, 15265536
Library and Information Sciences
Information Systems
Computer Networks and Communications
Management Information Systems
Information Systems and Management
Краткое описание

Spotlight

Gamification is an emerging digital strategy to engage users across different business domains. Gamification, defined as using game-design elements in nongaming contexts, shows great potential across domains such as education, business, and health. The significance of gamification is highlighted by a $7.17 billion global market in 2019 and is projected to reach more than $40 billion by 2024. This study examines two popular badges and leaderboards that utilize self-determination and social-comparison mechanisms to promote user engagement. We conduct a randomized field experiment (A/B testing) to quantify these effects in one of the largest shopping malls in Asia and further contrast the two games against coupons regarding various shopping outcomes. Quantitatively, badging and leaderboarding promote sales by 21.5% and 22.5% in the treatment period, respectively, whereas couponing delivers a more potent effect of 31.7%. In the posttreatment period, the gamification impacts remain significant, whereas the influence of couponing fades out. Besides, the additional analyses document the salient heterogeneous treatment effects across gender, age, and income. We also zoom in on the contrast between badges and leaderboards, showing that badging is a balanced tool for attracting the general public and leaderboarding is a double-edged sword that could encourage self-reinforcing or self-banishing. Finally, gamification encourages consumers to do more exploration, leading to significant increases in sales.

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ГОСТ |
Цитировать
Ho Y. J. (., Liu S., Wang L. Fun Shopping: A Randomized Field Experiment on Gamification // Information Systems Research. 2023. Vol. 34. No. 2. pp. 766-785.
ГОСТ со всеми авторами (до 50) Скопировать
Ho Y. J. (., Liu S., Wang L. Fun Shopping: A Randomized Field Experiment on Gamification // Information Systems Research. 2023. Vol. 34. No. 2. pp. 766-785.
RIS |
Цитировать
TY - JOUR
DO - 10.1287/isre.2022.1147
UR - https://doi.org/10.1287/isre.2022.1147
TI - Fun Shopping: A Randomized Field Experiment on Gamification
T2 - Information Systems Research
AU - Ho, Yi Jen (ian)
AU - Liu, Siyuan
AU - Wang, Lei
PY - 2023
DA - 2023/06/01
PB - Institute for Operations Research and the Management Sciences (INFORMS)
SP - 766-785
IS - 2
VL - 34
SN - 1047-7047
SN - 1526-5536
ER -
BibTex |
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BibTex (до 50 авторов) Скопировать
@article{2023_Ho,
author = {Yi Jen (ian) Ho and Siyuan Liu and Lei Wang},
title = {Fun Shopping: A Randomized Field Experiment on Gamification},
journal = {Information Systems Research},
year = {2023},
volume = {34},
publisher = {Institute for Operations Research and the Management Sciences (INFORMS)},
month = {jun},
url = {https://doi.org/10.1287/isre.2022.1147},
number = {2},
pages = {766--785},
doi = {10.1287/isre.2022.1147}
}
MLA
Цитировать
Ho, Yi Jen (ian), et al. “Fun Shopping: A Randomized Field Experiment on Gamification.” Information Systems Research, vol. 34, no. 2, Jun. 2023, pp. 766-785. https://doi.org/10.1287/isre.2022.1147.
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