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Increasing Consumers’ Willingness to Engage in Data Disclosure Processes through Relevance-Illustrating Game Elements

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  • Bidler, Margarita
  • Zimmermann, Johanna
  • Schumann, Jan H.
  • Widjaja, Thomas

Abstract

Encouraging consumers to enter a data disclosure process constitutes a crucial challenge for retailers. This paper suggests that retailers can lever consumers’ willingness to enter disclosure processes through the design of their data requests. Four experimental studies confirm that consumers are more likely to comply with a data request if retailers do not only use textual relevance arguments but also augment them with relevance-illustrating game elements to further underpin the purpose of data disclosure. This favorable effect can be delineated according to dual-processing models of decision-making: Relevance-illustrating game elements amplify the positive effect of textual relevance arguments by helping consumers to a) cognitively appreciate the objective benefits of data disclosure (i.e., meaningful engagement) and b) increase hedonic engagement on the affective processing route. However, arbitrarily chosen game elements which solely aim at entertaining without conveying the purpose of data disclosure, do not yield these positive effects. Finally, the authors show that the proposed approach is especially worthwhile for retailers facing customers with low trust levels, whereas customers with high trust levels are likely to comply with the data request regardless.

Suggested Citation

  • Bidler, Margarita & Zimmermann, Johanna & Schumann, Jan H. & Widjaja, Thomas, 2020. "Increasing Consumers’ Willingness to Engage in Data Disclosure Processes through Relevance-Illustrating Game Elements," Journal of Retailing, Elsevier, vol. 96(4), pages 507-523.
  • Handle: RePEc:eee:jouret:v:96:y:2020:i:4:p:507-523
    DOI: 10.1016/j.jretai.2020.10.001
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    References listed on IDEAS

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    Cited by:

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    2. Sophie Hemker & Carolina Herrando & Efthymios Constantinides, 2021. "The Transformation of Data Marketing: How an Ethical Lens on Consumer Data Collection Shapes the Future of Marketing," Sustainability, MDPI, vol. 13(20), pages 1-13, October.
    3. Bekk, Magdalena & Eppmann, René & Klein, Kristina & Völckner, Franziska, 2022. "All that glitters is not gold: An investigation into the undesired effects of gamification and how to mitigate them through gamification design," International Journal of Research in Marketing, Elsevier, vol. 39(4), pages 1059-1081.
    4. Urbonavicius, Sigitas, 2023. "Relative power of online buyers in regard to a store: How it encourages them to disclose their personal data?," Journal of Retailing and Consumer Services, Elsevier, vol. 75(C).

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