Gamification and Mobile Marketing Effectiveness
Charles F. Hofacker,
Ko de Ruyter,
Nicholas H. Lurie,
Puneet Manchanda and
Jeff Donaldson
Journal of Interactive Marketing, 2016, vol. 34, issue C, 25-36
Abstract:
A variety of business sectors have been buffeted by the diffusion of mobile technology, a trend that presents a variety of difficult challenges but interesting opportunities to marketers. One such opportunity is gamification, which, one hopes, will enhance appeal to mobile consumers. Our sense from both personal experience and the literature is that the gamified mobile apps currently offered by firms mostly miss the mark. We provide a systematic overview of game design and note how principles derived from that field are highly applicable to gamification in mobile marketing settings. We are aided by the work of Schell (2008), whose Elemental Game Tetrad Model allows us to offer a coherent look at how gamification should affect mobile marketing outcomes.
Keywords: Gamification; Gaming; Mobile; Retailing; Game design; Story; Mechanics; Aesthetics; Technology (search for similar items in EconPapers)
Date: 2016
References: View references in EconPapers View complete reference list from CitEc
Citations: View citations in EconPapers (62)
Downloads: (external link)
http://www.sciencedirect.com/science/article/pii/S1094996816300019
Full text for ScienceDirect subscribers only
Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.
Export reference: BibTeX
RIS (EndNote, ProCite, RefMan)
HTML/Text
Persistent link: https://EconPapers.repec.org/RePEc:eee:joinma:v:34:y:2016:i:c:p:25-36
DOI: 10.1016/j.intmar.2016.03.001
Access Statistics for this article
Journal of Interactive Marketing is currently edited by B. T. Ratchford
More articles in Journal of Interactive Marketing from Elsevier
Bibliographic data for series maintained by Catherine Liu ().