IS Atlas
jm·2016년 10월 11일·주제 밖

Gamified Information Presentation and Consumer Adoption of Product Innovations

Jessica Müller-Stewens, Tobias Schlager, Gerald Häubl, Andreas Herrmann

Journal of Marketing

139
피인용
10.0
FWCI
4
IS/마케팅/OM 탑저널 피인용
67
IS/마케팅/OM 탑저널 참고문헌
01Abstract

This research examines the effect of gamified information presentation—conveying information about a product innovation in the form of a game—on consumer adoption of that innovation. The key hypothesis is that gamified information presentation promotes consumer innovation adoption and that it does so through two parallel psychological processes—by increasing consumer playfulness, which stimulates curiosity about the innovation, and by enhancing the perceived vividness of information presentation, which increases the perceived advantage of the innovation relative to (less innovative) competing products. Evidence from seven studies, including two field experiments, supports this theorizing. The results also show that for gamified information presentation to increase innovation adoption, it is essential that the information is integrated into the game. These findings advance the understanding of the psychological forces that govern how consumers respond to receiving product information in the form of games, and they have important practical implications for how firms might use gamified information presentation to promote sales of new products.

02연구 흐름

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03비슷한 논문

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04이후 연구

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05선행 연구

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06서지 정보