首页> 外文OA文献 >Gamifying marketing : fusing games with consumer transactions to sustain engagement and accurate choices
【2h】

Gamifying marketing : fusing games with consumer transactions to sustain engagement and accurate choices

机译:游戏化营销:将游戏与消费者交易融合以维持参与度和准确的选择

摘要

In this thesis we identify two problems. First, the consumer problem consists of a tension between performance (i.e.: a focus on final choices), and persistence (i.e.: a focus on pleasurable experiences) behaviours. Some pleasurable activities such as gameplay help to solve this problem by generating ‘Flow’, a highly enjoyable and focused state associated with improved cognitive functioning (Guo & Poole, 2008). Games provide an interesting marketing analogy, because like many common market transactions (e.g.: buying products or services), games involve a series of decision tasks that customers perform to achieve a goal. Recent marketing theory suggests that games help to improved customer engagement and quality of decisions without the need for extrinsic rewards (Dias & Agante, 2011). Relatedly, the second problem is a managerial dilemma of how to solve the consumer problem while sustaining company objectives (i.e.: profit). That is, to help consumers to make accurate choices repeatedly while enjoying the decision process. The goal of this thesis is to explore the design of a successful consumer journey. Our objective is to strengthen customer decision accuracy by building enjoyable transaction tasks.We achieve this across three chapters by introducing games that create Flow experiences during decision making. In the first chapter we outline the theoretical foundations of performance and persistence behaviour. In particular, we explore the role of Flow experience as a mediator of decision accuracy. In chapter two we conduct three longitudinal laboratory experiments to (i) validate the creation of Flow, (ii) investigate how dynamic Flow effects lead to persistence behaviour, and (iii) the extent that Flow positively influences decision performance. Finally, in chapter three we fuse a typical transaction task (such as evaluation of product attributes) within a game structure and investigate its effect on consumers’ decision accuracy. With these questions considered, the three chapters account for the role of Flow in customer decision making. We aim to contribute to the ongoing discussion of customer engagement, loyalty, and welfare. The goal is to define a marketing framework that merges game thinking with traditional transaction-based marketing to empower consumers to repeat enjoyable transactions with high levels of accuracy.
机译:在本文中,我们确定了两个问题。首先,消费者问题包括绩效(即:关注最终选择)和持久性(即:关注愉悦体验)之间的紧张关系。一些有趣的活动,例如游戏玩法,可以通过产生“流”来解决这个问题,“流”是一种高度愉悦且专注的状态,与改善的认知功能相关(Guo&Poole,2008)。游戏提供了一个有趣的营销类比,因为就像许多常见的市场交易(例如:购买产品或服务)一样,游戏涉及一系列客户执行的决策任务以实现目标。最近的营销理论表明,游戏无需外部奖励即可帮助提高客户参与度和决策质量(Dias&Agante,2011)。相关地,第二个问题是如何在维持公司目标(即利润)的同时解决消费者问题的管理难题。也就是说,在享受决策过程的同时,帮助消费者反复做出准确的选择。本文的目的是探索成功的消费者旅程的设计。我们的目标是通过构建令人愉悦的交易任务来提高客户决策的准确性。我们通过介绍在决策过程中创造Flow体验的游戏,在三章中实现了这一目标。在第一章中,我们概述了性能和持久性行为的理论基础。特别是,我们探讨了Flow经验作为决策准确性中介者的作用。在第二章中,我们进行了三个纵向实验室实验,以(i)验证Flow的创建,(ii)研究动态Flow效应如何导致持久性,以及(iii)Flow积极影响决策绩效的程度。最后,在第三章中,我们在游戏结构中融合了典型的交易任务(例如产品属性评估),并研究了其对消费者决策准确性的影响。考虑到这些问题,这三章说明了Flow在客户决策中的作用。我们的目标是促进有关客户参与度,忠诚度和福利的持续讨论。目标是定义一个将游戏思维与传统的基于交易的营销相结合的营销框架,以使消费者能够以较高的准确性重复进行愉快的交易。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号