Search engine for discovering works of Art, research articles, and books related to Art and Culture
ShareThis
Javascript must be enabled to continue!

Impact of Gamification on Perceptions of Word-of-Mouth Contributors and Actions of Word-of-Mouth Consumers

View through CrossRef
Gamification has been shown to encourage contributions of user-generated reviews (word-of-mouth: WOM) in various domains, including travel and leisure related platforms (Foursquare, TripAdvisor), e-commerce (Amazon), and auctions (eBay). WOM contributors write reviews about products/services provided by business venues and WOM consumers read reviews and use them to form attitudes and make purchase decisions. Gamification elements such as points and badges, awarded to WOM contributors for various reasons, and displayed to WOM consumers, have a dual role in WOM context. First, points awarded for user contributions help motivate WOM contributors to increase their participation. Second, badges awarded to users for visiting business venues signal prior experience or competence, and they help determine how WOM consumers perceive WOM contributors and form their judgments based on the reviews. While the first role of gamification (i.e., motivating users) has been widely studied, the impact of WOM presented along with gamification elements on the perceptions and behavior of the target audience, WOM consumers, has not been examined. This is important to businesses that are looking to attract customers. Drawing on social psychology literature, we show that gamification symbols signaling experience that accompany WOM leads to perceptions of positive WOM contributors as more competent. This leads to important changes in behavioral outcomes such as willingness to visit/buy and willingness to recommend the reviewed outlets.
Title: Impact of Gamification on Perceptions of Word-of-Mouth Contributors and Actions of Word-of-Mouth Consumers
Description:
Gamification has been shown to encourage contributions of user-generated reviews (word-of-mouth: WOM) in various domains, including travel and leisure related platforms (Foursquare, TripAdvisor), e-commerce (Amazon), and auctions (eBay).
WOM contributors write reviews about products/services provided by business venues and WOM consumers read reviews and use them to form attitudes and make purchase decisions.
Gamification elements such as points and badges, awarded to WOM contributors for various reasons, and displayed to WOM consumers, have a dual role in WOM context.
First, points awarded for user contributions help motivate WOM contributors to increase their participation.
Second, badges awarded to users for visiting business venues signal prior experience or competence, and they help determine how WOM consumers perceive WOM contributors and form their judgments based on the reviews.
While the first role of gamification (i.
e.
, motivating users) has been widely studied, the impact of WOM presented along with gamification elements on the perceptions and behavior of the target audience, WOM consumers, has not been examined.
This is important to businesses that are looking to attract customers.
Drawing on social psychology literature, we show that gamification symbols signaling experience that accompany WOM leads to perceptions of positive WOM contributors as more competent.
This leads to important changes in behavioral outcomes such as willingness to visit/buy and willingness to recommend the reviewed outlets.

Related Results

Playing Pregnancy: The Ludification and Gamification of Expectant Motherhood in Smartphone Apps
Playing Pregnancy: The Ludification and Gamification of Expectant Motherhood in Smartphone Apps
IntroductionLike other forms of embodiment, pregnancy has increasingly become subject to representation and interpretation via digital technologies. Pregnancy and the unborn entity...
Optimising gamification using constructive competition and videogames
Optimising gamification using constructive competition and videogames
This thesis is concerned with the use of gamification to make studying more fun. Games are designed to be compulsive and enjoyable, so if we can apply game design principles to stu...
Gamification and healthcare volunteer motivation: A qualitative survey in the Asir region, Saudi Arabia
Gamification and healthcare volunteer motivation: A qualitative survey in the Asir region, Saudi Arabia
Abstract Introduction: Gamification, the application of game-like elements in nongame settings, has shown promise for increasing motivation acros...
Word Of Mouth as Media
Word Of Mouth as Media
Abstract. The development in the culinary field is inseparable from the various changes in globalization factors through the internet which are the triggers, including the increasi...
GAMIFICATION IN E-COMMERCE: ADVANTAGES, CHALLENGES, AND FUTURE TRENDS
GAMIFICATION IN E-COMMERCE: ADVANTAGES, CHALLENGES, AND FUTURE TRENDS
Over the last decades, gamification has become increasingly used, its benefits being also recognized by a large cluster of e-Commerce providers and consumers. By applying game mech...
Allure of the Abroad: Tiffany & Co., Its Cultural Influence, and Consumers
Allure of the Abroad: Tiffany & Co., Its Cultural Influence, and Consumers
Introduction Tiffany and Co. is an American luxury jewellery and specialty retailer with its headquarters in New York City. Each piece of jewellery, symbolically packaged in a blue...
Kajian Literatur : Gamifikasi di Pendidikan Dasar
Kajian Literatur : Gamifikasi di Pendidikan Dasar
Gamification, which refers to the use of game elements and mechanics in non-gaming contexts, has become an interesting research topic in education. The researcher presents a litera...

Back to Top