IS Atlas
jmr·2024년 8월 9일

Driving Mobile App User Engagement Through Gamification

Jens W. Paschmann, Hernán A. Bruno, Harald J. van Heerde, Franziska Völckner, Kristina Klein

Journal of Marketing Research

21
피인용
23.0
FWCI
1
IS/마케팅/OM 탑저널 피인용
64
IS/마케팅/OM 탑저널 참고문헌
01Abstract

Many mobile app providers offer their apps for free and base their business models on user engagement. However, declining usage over time threatens apps’ ability to add business value. To keep users engaged, app providers use gamification—that is, they use game elements (e.g., levels, points)—in their nongame apps. Complementing traditional loyalty strategies that reward value-added activities (e.g., purchases) through value rewards, gamification rewards ongoing engagement through game elements. Thus, reward architectures of many apps have become hybrid, with value- and game-reward pursuit simultaneously driving engagement. However, it is unclear to what extent gamification helps drive user engagement and add business value. To address this question, the authors study unique data from a gamified market research app comprising daily individual-level app usage observations of 18,952 users. The findings show that game rewards increase engagement significantly over and above value rewards, leading to a lift in business value, especially when users are in closer proximity to both types of rewards. However, the analysis also shows a dark side of gamification: When users enter a state of flow in the game, game engagement has a weaker effect on value-added engagement. The authors discuss implications for gamified reward architectures.

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