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Record W4391616528 · doi:10.32920/25164581

Fun as the Principle Experience: A Systematic Review of Gamification in Marketing

2024· review· en· W4391616528 on OpenAlexaffabout
Tsz Lok Mok

Bibliographic record

Venuenot available
Typereview
Languageen
FieldPsychology
TopicEducational Games and Gamification
Canadian institutionsToronto Metropolitan University
Fundersnot available
KeywordsMarketingPopularityDigital marketingLoyaltyBusinessProduct (mathematics)Marketing scienceCustomer engagementMarketing researchService (business)Marketing managementRelationship marketingComputer sciencePsychologySocial mediaWorld Wide Web

Abstract

fetched live from OpenAlex

Gamification is a novel concept that seemingly comes out of nowhere and is gaining popularity. Therefore, many industries have quickly adopted this innovation for its ability to motivate customers and the ability to achieve high, genuine engagement. Although the application does not limit to any specific industry, the marketing industry has become one of the major beneficiaries of this concept. Through the application of gamification the brand can communicate and interact with the customer more effectively. Due to its novel nature, studies in this concept are scattered with many only focuses on a subset in marketing with examples such as retail marketing, product marketing and service marketing. Because there has not been a comprehensive review on this topic, this paper sought to review the literature on gamification in marketing and to provide a comprehensive review to guide gamification application in the marketing industry from a holistic perspective. An evidence-based systematic literature review method was employed in this study. A total of 27 studies published in peer-reviewed journals since 2010 are selected through the PRISMA framework from the Ryerson database. Some of the key findings in this study confirmed gamification does have a positive effect on marketing, and it is more effective in a digital environment than a physical retail environment especially in developed countries. Furthermore, point and badge systems were found to be ineffective in motivating customers nor enhancing loyalty. This study concluded by proposing a framework that would benefit industry practitioners by guiding them into designing a successful gamified experience multi-dimensionally. However, the breadth of this study may be limited due to the utilization of a convenient database to retrieve the literature needed for this systematic literature review. Furthermore, many of the findings in this study are situational specific therefore the generalizability may be affected. Moreover, this study provides a review for both academia and industry with a comprehensive depiction of the application of gamification in marketing, how it can stimulate consumer engagement, and provide guidance for brands to develop a successful gamified service. While this study comprehensively reviews the academic literature on gamification in marketing from a holistic perspective, it also highlights the key contribution of scholarly peer-reviewed studies to the knowledge base of gamification and translates the knowledge to the marketing industry.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.015
metaresearch head score (Gemma)0.058
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Systematic review · Consensus signal: Systematic review
GenreCandidate signal: Review · Consensus signal: Review
Teacher disagreement score0.015
Threshold uncertainty score0.082

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0150.058
Meta-epidemiology (narrow)0.0010.001
Meta-epidemiology (broad)0.0050.006
Bibliometrics0.0140.011
Science and technology studies0.0010.002
Scholarly communication0.0030.004
Open science0.0020.003
Research integrity0.0020.002
Insufficient payload (model declined to judge)0.0040.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.076
GPT teacher head0.460
Teacher spread0.384 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designSystematic review
Domainnot available
GenreReview

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations1
Published2024
Admission routes2
Has abstractyes

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