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A definition for gamification: anchoring gamification in the service marketing literature

Author

Listed:
  • Kai Huotari

    (Helsinki Institute for Information Technology HIIT and Centre for Relationship Marketing and Service Management CERS, Hanken School of Economics/CERS)

  • Juho Hamari

    (University of Tampere)

Abstract

“Gamification” has gained considerable scholarly and practitioner attention; however, the discussion in academia has been largely confined to the human–computer interaction and game studies domains. Since gamification is often used in service design, it is important that the concept be brought in line with the service literature. So far, though, there has been a dearth of such literature. This article is an attempt to tie in gamification with service marketing theory, which conceptualizes the consumer as a co-producer of the service. It presents games as service systems composed of operant and operand resources. It proposes a definition for gamification, one that emphasizes its experiential nature. The definition highlights four important aspects of gamification: affordances, psychological mediators, goals of gamification and the context of gamification. Using the definition the article identifies four possible gamifying actors and examines gamification as communicative staging of the service environment.

Suggested Citation

  • Kai Huotari & Juho Hamari, 2017. "A definition for gamification: anchoring gamification in the service marketing literature," Electronic Markets, Springer;IIM University of St. Gallen, vol. 27(1), pages 21-31, February.
  • Handle: RePEc:spr:elmark:v:27:y:2017:i:1:d:10.1007_s12525-015-0212-z
    DOI: 10.1007/s12525-015-0212-z
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    References listed on IDEAS

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    1. J. H. Jung & Christoph Schneider & Joseph Valacich, 2010. "Enhancing the Motivational Affordance of Information Systems: The Effects of Real-Time Performance Feedback and Goal Setting in Group Collaboration Environments," Management Science, INFORMS, vol. 56(4), pages 724-742, April.
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    More about this item

    Keywords

    Gamification; Game design; Service marketing; Service design; Persuasive technologies; Service-dominant logic;
    All these keywords.

    JEL classification:

    • M3 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - Marketing and Advertising
    • M31 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - Marketing and Advertising - - - Marketing

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