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Gamification, to use game elements in non-game context, in marketing has become one of the more successful strategy of business- consumer interaction in the e-commerce context. On the other hand, gamification applied to education and health services are the most studied subject according to Scopus (2018) database. This research analyzes the more important literature, reported in Scopus and Web of Science, about gamification in marketing to demonstrate which mechanisms, elements, and theories explain how gamification in marketing works on consumer engagement with products or services in the digital era. Results evidence that rewards and challenges are the more effective mechanisms and it is associated with points and budget gamification’ elements. Moreover, the Theory of Self-Determination is the better explanation why gamification works in marketing contexts. Academic future lines of research and practitioner’s application have been provided.
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Decision Support Systems
journal homepage: www.elsevier.com/locate/dss
Gamification and online consumer decisions: Is the game over?
Sandra Tobon
a,
, José L. Ruiz-Alba
b
, Jesús García-Madariaga
a
a
Faculty of Economics and Business, Complutense University of Madrid, Spain
b
School of Management and Marketing, Westminster Business School, University of Westminster (London, UK)
ARTICLE INFO
Keywords:
Gamification
Online consumer decisions
Elements
Mechanisms
Self-Determination Theory
Systematic review
ABSTRACT
Consumption can be more than just a necessity; it can become a leisure activity. With the emergence of e-
commerce and social media, products and services are just one click away; a trend that is further driven by
gamified systems. This research aims to systematically analyze the most relevant academic literature on gami-
fication, to establish if it influences online consumer decisions and, if so, which elements, mechanisms, and
theories can explain it. After a thorough search from Web of Science and Scopus databases using SciMAT, 257
papers were analyzed. Twenty-nine (29) of the 36 papers found show empirical evidence that the inclusion of
game elements in non-game activities has a significant influence on consumer engagement and online consumer
decisions in digital contexts. Moreover, rewards and challenges were identified as the two most used mechan-
isms, with points, badges, and leaderboards being the most tested gamification elements. The Self-Determination
Theory (SDT) and the Technology Acceptance Model (TAM) are the two most common theoretical explanations
for why gamification works. Lastly, possible future studies to include thematic, methodological and theoretical
agendas were discussed.
1. Introduction
Gamification is the incorporation of game mechanisms into non-
game contexts to promote behavioral changes. To date, it has been
applied primarily to education, to improve the autonomous e-learning
process [1–3], and to promote healthy [4–10] or environmentally
friendly behaviors [11,12]. For practitioners, designing digital plat-
forms that are easier to use and more interactive has become a profit-
able way to engage consumers and to make boring and repetitive ac-
tivities more fun [13,14].
According to Markets and Markets [15], the gamification industry
will grow by 46.4% from 2015 to 2020, with total investment reaching
$11.1 billion. As companies are investing in e-commerce platform de-
signs, applications, and consumer loyalty programs [16], recent studies
have analyzed the influence on online consumer decisions [17–19].
Today, gamification is more than a strategic decision. It seems to have
become a basic tool for businesses that have to deal with digital con-
sumers who spend almost two and half hours per day on the Internet or
check their smartphone an average of 80 times per day [20,21].
Online stores have already used gamification. For example, the
Starbucks rewards card is a prime example of the use of gamification to
create consumer loyalty to the brand [22]. The launch of Amazon Prime
in the United Kingdom featured a promotion for one free delivery in
exchange for signing up for a free one-month trial of their streaming
services, in an attempt to expand their services portfolio and retain
their current customers [23]. Moreover, almost every bank in the world
has an application (app) for customers to manage their money, and 55%
of European online banking users confirm that they had also used
mobile banking services [24].
The most common previous use of gamification applied to consumer
contexts has been loyalty or rewards programs [25], where consumers
obtain points that they can redeem for products. These programs thus
focus exclusively on applying the gamification mechanism of the re-
ward.
Loyalty programs have been widely used as marketing strategies to
generate brand loyalty. Keh and Lee [26] found that the level of con-
sumer satisfaction is a predictor of the effect of such programs on brand
loyalty and Koo et al. [27] demonstrated that the perceived value of a
loyalty program is crucial to its effectiveness. Likewise, Temnyalov [28]
showed that rewards programs are effective, also, as a strategy for es-
tablishing more efficient pricing for sellers.
However, loyalty programs that focus on rewards systems have
neglected the implementation of Challenge, Social Influence,
Meaningful or Interactivity mechanisms that, as shown by gamification
theory, can influence the modeling of consumer decisions.
The literature that analyzes how elements and mechanisms of
https://doi.org/10.1016/j.dss.2019.113167
Received 13 December 2018; Received in revised form 25 September 2019; Accepted 5 October 2019
Corresponding author.
E-mail address: stobon@ucm.es (S. Tobon).
Decision Support Systems xxx (xxxx) xxxx
0167-9236/ © 2019 Elsevier B.V. All rights reserved.
Please cite this article as: Sandra Tobon, José L. Ruiz-Alba and Jesús García-Madariaga, Decision Support Systems,
https://doi.org/10.1016/j.dss.2019.113167
gamified systems interact to shape attitudes and behaviors has aroused
great interest. Academics from different disciplines such as computer
science, psychology, information systems, and social sciences have
conducted studies considering that today people spend a great deal of
their time, whether for work or leisure, connected through mobile de-
vices or computers. Therefore, the explosion of mobile applications and
interactive systems has revolutionized how human-information systems
are related.
These gamified systems' influence on attitudes and behaviors have
been analyzed systematically in many contexts. For example, Sardi
et al. [7] have conducted a systematic review of the literature on ga-
mification applied to e-health and found that gamification has focused
on the rehabilitation of chronic diseases, physical activity, and mental
health. Similarly, Johnson et al. [4] found 19 empirical papers that
analyzed the influence of gamification applied to health and well-being,
of which 11 reports positive influence and 8 mixed effects.
In contexts of application of gamified systems in education, Dichev
and Dicheva [29] found that there is insufficient empirical evidence on
the benefits of gamification in long-term motivation toward learning.
Likewise, Faiella and Ricciardi [3] found that more empirical support is
required regarding the efficacy of gamification applied to the learning
process; although they found that agreement is high regarding the
personalized use of gamification elements according to the profile of
each student.
How gamified systems work in consumer decision-making processes
and what elements and mechanisms are necessary for these systems to
work are questions that have also been studied empirically, but this
literature has yet to be analyzed systematically.
Recent systematic reviews on gamification literature have shown
how an area of study of gamification applied to online consumption
decisions has been consolidated. For example, Koivisto and Hamari
[17] found 26 empirical documents that studied gamification in con-
sumer decision contexts (domains such as business, marketing/con-
sumer behavior, tourism, e-commerce/services). Furthermore, Kasur-
inen and Kanutas [30] found 50 papers that focused specifically on
commercial activities.
The foregoing studies make it necessary to systematically analyze
the empirical literature to i) give an account of the state of the art on
the application of gamified systems in consumption decisions in digital
contexts, ii) to establish the conditions and mechanisms that explain
that gamification does indeed work and that it can provide much more
than the simple, traditional brand loyalty programs that have been
applied as a commercial strategy, and iii) to find new lines of research.
There is a resurgence of interest in analyzing how human interac-
tion with information systems is shaping the way that consumers make
decisions since people are online an average of 6:56 h per day and use
Social Networking Sites 2:20 h per day [20]. For example, Xu et al. [31]
analyzed the use of video to manage online customer reviews as well as
the influence of online reviews in consumer decisions [32,33]. Chen
et al. [34] analyzed how decision-making is supported by online sys-
tems that promote social and collaborative consumption. Finally, Sun
et al. [35] demonstrated that user satisfaction depends on system at-
tributes. Likewise, gamification systems have been studied concerning
their influence on online consumer decisions, but it has not been spe-
cifically established if they work or what elements and mechanisms can
explain it.
This research fills the gap in the systemization of the literature on
gamification applied to online consumer decisions and shows the main
theories, mechanisms, and elements that must be included in the design
of gamified systems to engage users and make the decision-making
process on digital platforms easy and fun for consumers. Moreover, this
study proposes new avenues of research on gamified systems in e-
commerce contexts.
2. Methodology
To meet the objectives, the PRISMA methodology was used to select
which papers to include in the analysis [36]. The universe was all of the
papers reported in Scopus or WoS, published from 2010 to 2018, and
that included “gamif*” in the abstract, title, or keywords. After filtering
out the literature that did not fit the criteria (Section 2.2), 257 papers
remained. A bibliometric analysis using the SciMAT tool was subse-
quently performed to establish a conceptual map of the literature on
gamified systems in the context of consumer decisions. Of these 257
papers, a manual review was performed to select only papers that in-
cluded an empirical analysis of the influence of gamification on online
consumer decision. A systematic literature review was conducted of the
resulting 36 papers. The universe and the sample section are presented
below.
2.1. Universe
Table 1 shows the gamification literature universe, sorted by sub-
ject, document type, author, and database.
The topic of gamification itself yielded 5319 papers. 81% of them
were found in the Scopus database and 19% in WoS. Education (25.4%
of the WoS total) and Computer Science (41.1% of the Scopus total)
were the most common subjects in which gamification was researched,
but it has also been studied from a multidisciplinary approach [37].
Another relevant characteristic was the document type; in Scopus,
58.3% were conference papers, and in WoS 85.4% were articles. Nacke
(31) and Hamari (30) are the authors with the largest bodies of work.
2.2. Sample
The sample selection was determined using the PRISMA metho-
dology [36] with these steps:
1. The universe: The universe is all papers or conference papers pub-
lished in peer-reviewed journals. They are also indexed and are a
part of the Scopus and Web of Science Datasets (Table 1).
2. The results were segmented by searching Scopus and Web of Science
(WoS) for papers published between 2010 and 2018 with a subject
Table 1
Gamification in numbers.
Scopus Web of Science
N = 4302 N = 1017
By subject
Computer Science: 41.1%
Social Science: 1.5%
Engineering: 11.9%
Math's: 8.9%
Business, Management.: 4%
Education: 25.4%
Computer Science: 25.3%
Psychology: 13.3%
Medical and Health: 13.8%
Business and Management: 8.1%
Document type
Conference paper: 58.3%
Article: 24.3%
Conference review: 6.3%
Book chapter: 5.7%
Article: 84.5%
Review: 6.3%
Editorial Material: 4%
Proceedings Paper: 2.4%
By author
Nacke, L.E.:31
Hamari, J.:26
Nakajima, T.:23
Tondelo, G.F.:17
Isotani, S.:16
Rapp, A.:16
Johnson, D.:15
Korn, O.:15
Sakamoto, M.:15
Landers, R.N.:1
Hamari, J.: 17
Su, CH.: 8
Wiers, RV.: 8
Marti-Parreno, J.: 7
Landers, R.N.: 6
Rapp, A.: 6
Armstrong, G.M.: 5
Boendermaker WJ.: 5
De-Marcos, L.: 5
Koivisto, J.: 5
S. Tobon, et al. Decision Support Systems xxx (xxxx) xxxx
2
(TS) that included one of the following combinations:
TS =(GAMIF* AND MARKETING)OR TS =(GAMIF* AND
MOBILE MARKETING) OR TS =(GAMIF* AND DIGITAL MARK-
ETING) OR TS =(GAMIF* AND SMARTPHONE) OR TS =(GAMIF*
AND TABLETS) OR TS = (GAMIF* AND ELECTRONIC DEVICES) OR
TS =(GAMIF* AND E-COMMERCE) OR TS =(GAME-BASED
MARKETING) OR TS =(GAMIF* AND ONLINE) OR TS =(GAMIF*
AND CONSUMER DECISIONS)”. We selected the keyword
“Marketing” because it summarizes all the studies in the field of
consumer purchases and online consumer decisions while focusing
on the literature that had empirically measured the impact of ga-
mification techniques on consumer decisions [38].
3. This study focused on the literature on gamification and online
consumer decisions (4% Scopus and 8.1% WoS). A total of 257
papers (articles and conference papers) were included in the bib-
liometric analysis. After eliminating duplicate papers, the abstracts
and the reference information on the papers were downloaded in
.csv format and imported into the SciMAT tool for bibliometric
analysis.
4. Exclusion criteria: This research excluded papers that were not
about gamification, gamified systems, funware, or game-based
marketing; were not studied in the context of consumer decisions;
did not provide empirical research; were not peer-reviewed; were
not written in the English language.
5. Inclusion criteria: This research included papers that had empirical
research; focused on gamification in the context of online consumer
decisions, marketing, digital marketing, mobile marketing, tourism,
and services; examined the attributes, elements or mechanisms that
influence the consumer's behavior or intention. Thirty-six empirical
papers were included and summarized.
3. Results
In this section, the results of the systematic review are presented.
First, a bibliometric analysis provides a snapshot of the literature on
gamification as related to online consumption. Then the literature was
systematically reviewed to address the question of whether or not ga-
mification influences engagement and online consumer decisions. In
the third part, future research streams are discussed and proposed.
3.1. Gamification and online consumer decision: a bibliometric analysis
Bibliometrics “is a set of methods used to study or measure texts and
information, especially in big datasets.” A bibliometric analysis illus-
trates on a Cartesian plane, the complete overview of the literature and
the dominant themes in a given subject [39]. This map allows for the
monitoring of a scientific field, the delimiting of research subjects, and
the understanding of a subject's intellectual, social, conceptual and
cognitive structure [40,41]. This tool has been widely used in several
similar bibliometric analyses, for example [42,43].
Fig. 1 lays out a strategic map of gamification in the context of
consumer decisions on a Cartesian plane, where the X-axis represents
the centrality, and the Y-axis represents the density of the related
keywords in the analyzed literature. Centrality measures “the degree of
interaction of a network with other networks, and it can be understood
as the external cohesion of the network.” Density “measures the in-
ternal strength of the network, and it can be understood as the internal
cohesion of the network” [36,p.,1617].
The diagram shows the conceptual map of the subject analyzed
according to the centrality and density that each keyword has. For
example, in the upper right quadrant (Fig. 1), we find video games,
which present high levels of density and centrality, because gamifica-
tion theory takes elements from video-games for its implementation.
The lower left quadrant represents the subjects with low levels of
centrality and density, which makes it possible to highlight the issues
that require further development and constitutes a future line of
research.
In the upper-right quadrant, with high centrality and density, the
motor themes identified were ‘intelligent tutoring systems,’ ‘reviews,’
and ‘video games.’ Intelligent tutoring systems adapt games in real-time
depending on the player's performance. Reviews are a way for users to
share information in gamified systems. Unsurprisingly, ‘Video games’
emerges as a major theme given that the majority of publications dis-
cuss gamification's roots in video games.
The upper-left quadrant, with high centrality but low density, fea-
tures the highly developed but isolated themes ‘Motivational affor-
dances’ and ‘behavioral intentions,’ indicating that these are well-de-
veloped themes that are marginally related. These themes discuss the
psychological perspective of why people are motivated by game content
and how intentions are shaped by gamification.
The lower-left quadrant with low centrality and density shows
emerging themes. ‘Information systems’ and ‘psychological need for
satisfaction’ are the themes that need more in-depth research. They
have to do with understanding the needs of the users and designing
interactive information systems that allow the user to engage with the
platform. Information systems deal with how the gamification is orga-
nized, how the gamer's data is collected, the game's instructions, and
the objectives that make up the context of the game, while ‘psycholo-
gical need for satisfaction’ involves the psychology of the user. A ga-
mified system is correctly designed when it satisfies at least one of the
three main psychological needs: Competence, Relatedness, and
Autonomy [44].
In the lower-right quadrant, with low centrality, but high density,
the basic and transversal themes consist of ‘E-learning’ and ‘ques-
tionnaires,’ indicating that these are the least relevant and most studied
themes. This is because gamification is frequently applied to e-learning
and has already been extensively studied. In the case of questionnaires,
this theme appears in this quadrant because it is the most widely used
instrument for data collection, despite criticisms of its validity.
3.2. Gamification: definitions, mechanisms, and main theories
3.2.1. Definitions
Four definitions of gamification were identified as being the most
frequently cited (Table 2). These definitions can be divided into two
categories; those that emphasize the stimuli (or gamification elements)
and those that emphasize the type of response that is elicited. Both
Deterding et al.'s [45] and Zichermann & Linder's [25] definitions focus
on the game elements and mechanisms respectively, so they can both be
categorized as stimuli emphasis, whereas, Hamari et al. [46] and
Huotari et al.'s [47,48] definitions focus more on the experience of the
subject than on the process of gamification itself. In this case, systems
are not gamified, but rather people engage with something that evokes
game-like experiences. In conclusion, gamification can be defined as the
process of applying elements of game design to a non-game context,
where the interaction between the game mechanisms and personal
disposition result in a fun and enjoyable experience.
3.2.2. Elements and mechanisms
The literature reviewed uses the concepts of elements, mechanisms,
and mechanics [38,49] indistinctly. As Table 2 shows, the inclusion of
game elements and mechanisms are essential to the definition of ga-
mification. However, many definitions use the terms mechanics and
elements interchangeably when in reality they are two different con-
cepts.
In an attempt to clarify this distinction, Liu, Santhanam, and
Webster [50] proposed a new taxonomy defining gamification objects as
“the basic building block of a gamified system, which typically include
items, characters, scripts, visual assets, and so on” and gamification
mechanics as the game rules. This taxonomy is useful to the design of
gamified systems but fails to provide a theoretical explanation of how
the interactions between elements, themes, mechanics and gamer
S. Tobon, et al. Decision Support Systems xxx (xxxx) xxxx
3
experience constitute a successfully gamified system.
In this paper, mechanisms are considered the systems that explain
why and how the combination of elements (objects), rules (mechanics),
and gamer characteristics can result in a gameful experience [51]. For
example, Li [52] studied whether gamification would result in in-
creased adoption of the new Starbucks application. Points and badges
(game elements/objects) were given to users who switched from their
traditional CRM card to the new Starbucks app. The results showed that
the use of these gamification elements caused an increase in app
adoption. In this case, the gamification elements (objects) are points and
badges, and the gamification mechanism that accounts for the beha-
vioral change is the reward.
Reiners and Wood [53] argued that there are two kinds of gamifi-
cation; reward-based and meaningful. Reward-based gamification is a
system designed to condition a behavior by “adding Badges, Levels/
Leaderboards, Achievements, and Points to a real-world setting” (p. 2).
Fig. 1. The strategic diagram of gamification and online consumer decisions (SciMAT output).
Table 2
Main gamification definitions, elements and citations.
Definition Document type Elements/mechanisms Reference Cited by
a
“The use of game design elements in a non-game context”
(p. 2)
Proceedings of the 15th
International Academic
MindTrek, 2011
Self-representation with avatars.
Three-dimensional environments.
Narrative context.
Feedback.
Reputation, rank, and levels.
Marketplace and economies.
Competition under rules that are explicit and enforced.
Teams.
Parallel communication systems.
Time pressure.
[45] 1893
“Gamification is a form of service packaging where a core
service is enhanced by a rules-based service system that
provides feedback and interaction mechanisms to the
user to facilitate and support the users' overall value
creation” (p. 19)
Electronic Markets
Proceeding MindTek, 2012.
Workshop Gamification,
2011
Systemic conditions: rules, conflicting goals, variable and
uncertain outcomes.
Experiential conditions: the voluntary involvement of
player/users. The responses included hedonic pleasure,
suspense, and gamefulness.
[47,48] 435
“A process of enhancing services with (motivational)
affordance in order to invoke gameful experiences and
further behavioral outcomes” (p. 3026).
47th Hawaii International
Conference on System
Science
Affordance: points and leaderboards, achievements/badges,
levels, story/theme, a clear goal, feedback, rewards,
progress, challenge.
[46] 973
“The process of game-thinking and game mechanics in order
to engage the user and solve problems” (p. xiv)
Funware: “the application of game mechanics to
everyday situations” (p. 14).
Book Points, and levels, leaderboards, badges, onboarding,
challenges and quests, social engagement loops,
customization, gaming the system, agile and gamification
design, empty bar problem, and dashboards.
[25] 236
a
According to Scopus, May 21, 2019.
S. Tobon, et al. Decision Support Systems xxx (xxxx) xxxx
4
This kind of gamification is considered extrinsic motivation, and while
it has a short-term effect on user behavior when rewards stop, the be-
havior also stops [54]. On the other hand, meaningful gamification is
considered intrinsic motivation and is associated with “transformative
learning, where learners connect experience to previously held beliefs,
which can allow the transformation of those beliefs and long-term
change” [50,p.,4].
Nicholson [55] affirmed that gamified systems can become a source
of intrinsic motivation if they include six elements: play, exposition,
choice, information, engagement, and reflection. These elements can
satisfy the three psychological needs established in the Self-Determi-
nation Theory (SDT) [53].
According to the literature revised here, gamification processes
must have one or more of the following elements: points, levels, lea-
derboards, achievements/badges, story/themes, and avatars. Points are
rewards that are either symbolic or can be redeemed for money or
products. Levels are increasingly difficult contexts that, depending on
the gamer's performance, can be reached or unlocked. Leaderboards
contain information about the performance of other participants, which
permits social comparison [38]. Badges are symbolic distinctions for
participants when they reach levels [56]. The story/theme is the
background of the game that permits the participant to perceive the
context and, avatars are the self-representation of the participants [55].
In order to increase the effectiveness of the implementation of ga-
mified systems, the literature reports the use of mechanisms such as
feedback, competition, rewards, challenges, social engagement and
rules [45,46], as necessary conditions; there also need to be certain
conditions inherent to the system such as voluntary participation and
challenging objectives [46].
3.2.3. Gamification theories
Twenty-three (23) out of the 36 papers that were analyzed did not
include any theoretical perspectives. The other 15 papers (Table 3)
attributed the effects of gamification to one or more of the following
theories: SDT, Technology Acceptance Model (TAM), Theory of Planned
Behavior (TPB), Social Influence, and Flow Theory.
The Self-Determination Theory is frequently used in the literature of
gamification to try to explain why gamification is effective in engaging
the consumer. According to SDT, people have three basic psychological
needs: competence, autonomy, and relatedness. When these needs are
satisfied, people experience satisfaction and well-being [69]. Deci and
Ryan [68, p.,13670] pointed out that these three needs are associated
with intrinsic motivation.
Intrinsic motivation “describes the natural inclination toward as-
similation, mastery, spontaneous interest, and exploration which are so
essential to cognitive and social development. It represents a principal
source of enjoyment and vitality throughout life” [57, p.,70]. Extrinsic
motivation “refers to the performance of an activity in order to attain
some separable outcome” [57, p.,71].
According to this theory, people are influenced by both intrinsic and
extrinsic motivations. The more intrinsically motivated a consumer is,
the greater the control they have over their behavior and the more self-
determination they will feel.
From the point-of-view of Self-Determination Theory, gamification
could be considered extrinsic motivation, where obtaining points,
badges, or other rewards explains why people engage in gamifying
activities [19,53,71]. Nonetheless, some authors argued that these
kinds of rewards can become a form of intrinsic motivation [58,72]. For
example, Kim et al. [58] proved that using feedback as an implicit re-
ward more effectively increases the implicit motivation to engage in a
loyalty program than explicit rewards such as points. Olsson et al. [59]
demonstrated that the use of gamified systems increases the engage-
ment with an application; this behavioral change was attributed to the
effect of intrinsic motivation.
According to the Technology Acceptance Model (TAM), people will
engage with the application, product or service website as long as it is
useful and easy to use. Learning a new way to do something is always
difficult because people tend to resist change; however, if companies
make their electronic commerce platforms simple and user-friendly,
then the consumer would try to use the new applications or websites.
Table 3
Main gamification theories.
Theory Description Subject Papers
Self-Determination Theory (SDT) A motivational theory that is based on the assumption that “people have an inherent growth tendency
and innate psychological need that is the basis of their self-motivation and personality integration.”
According to this theory, there are three kinds of psychological need: competence (to make changes to
the environmental and to attain valued outcomes), relatedness (“sense of belongingness and
connectedness to the persons, group, or culture disseminating a goal”), and autonomy (“internal
perceived locus of causality”) [61 p.,985 64]. Only when these needs are satisfied can a person
experience well-being and mental health. This theory establishes that are two types of motivation:
extrinsic and intrinsic.
Psychology [18,19,58–60]
Technology Acceptance Model
(TAM)
This theory establishes, as the determinants of computer acceptance, “perceived usefulness” (U) and
“perceived ease of use” (EU). U is “the prospective user's subjective probability that using a specific
application system will increase his or her job performance.” EU “refers to the degree to which the
prospective user expects the target system to be free of effort.” [59, p.,985].
Computer Science [55,62–64]
Theory of Planned Behavior (TPB) This theory states that the “intention to perform behaviors of different kinds can be predicted with
high accuracy from attitudes toward the behavior, subjective norms, and perceived behavioral
control” [63, p.,179].
Psychology [49,63]
Flow Theory (FT) This theory holds that an optimal experience with something is “when a person perceives that the
environment contains high enough opportunities for action (or challenges), which are matched with
the person's own capacity to act (or skills). When both challenges and skills are high, the person is not
only enjoying the moment, but they are also stretching his or her capabilities with the likelihood of
learning new skills and increasing their self-esteem and personal complexity” [65,p.,179].
Psychology [64,67]
Social Influence (SI) Three main theories on social influence were identified:
The Theory of Social Comparison Process (TSCP) “social influence processes and some kinds of
competitive behavior are both manifestations of the same socio-psychological process and can be
viewed identically on a conceptual level. Both stem directly from the drive for self-evaluation and
the necessity for such evaluation being based on comparison with other persons” [66 ,p.,136].
SDT, described above, while not explicitly a social influence theory, does address social influence,
primarily because of the relatedness need. People need to be part of a community [44].
TPB, subjective norms, “refers to the perceived social pressure to perform or not to perform the
behavior.” [63].
Psychology [49]
S. Tobon, et al. Decision Support Systems xxx (xxxx) xxxx
5
For example, Ayding [62] found that people have the intention to use a
page like Empire Avenue as long as they can learn something about it
first and they perceive it as enjoyable. Yang et al. [55] showed evidence
that consumers engage with the Oreo cookie game when they find it
useful and easy to use.
The Theory of Planned Behavior (TPB) is a decision-making theory
that defines the factors that predict behavior. According to this theory,
all behavior is preceded by an intention, and the intention is de-
termined by the attitudes toward the behavior, subjective norms, and
perceived behavioral control. Attitude can be “a favorable or unfavor-
able evaluation of the behavior.” Subjective norms have been defined as
the “perceived social pressure to perform, or not, the behavior in
question.” Perceived behavioral control is the perceived level of diffi-
culty when it comes to performing the behavior [65, p.,188].
This theory has been used in the gamification of consumer contexts
to explain the intention of consumers to use gamified products or ser-
vices. Bittner and Schipper [63] found that TPB can predict the inten-
tion to purchase non-gamified products, whereas TAM predicts the in-
tention to purchase gamified products. Additionally, Hamari [49] found
that TPB explains how badges can be an effective way to engage the
consumer with a gamified product because they can compare their
performance to other players. Subjective norms then push everyone to a
better level of performance.
Flow Theory (FT) predicts that activity becomes a better experience
if it presents a certain level of challenge without completely surpassing
a user's skill level [66]. This explains why a consumer would find in-
teracting with an effectively gamified brand enjoyable and engaging
[73]. Berger et al. [67] found that the consumer can become self-brand
connected with a brand if its gamification includes high interactivity
and optimal challenges.
Finally, Social Influence theories analyze “how one person or group
affects another's opinions, attitudes, emotions, or behaviors” [74, p.,3].
Hamari [49] found that performance comparison between users of
Sharetribe was a mediating factor in the effect that badges had on the
frequency of use of this website.
3.3. Does gamification matters in online consumer decisions?
We looked for studies that empirically analyzed the effect of ga-
mification on online consumer decisions. In this section, a summary of
the influence of gamification on consumer brand engagement is pre-
sented.
Table 4 synthesizes the findings of the literature regarding the in-
fluence of gamification on consumer behavior. Thirty-six papers were
found to have empirical evidence regarding which game elements and
in what contexts gamification influences consumer behavior in terms of
engagement, loyalty, or purchase intention. Twenty-nine (82.8%) of
these papers present evidence that gamification has a significant, po-
sitive influence on consumer behavior while four papers found that
gamification's influence is relative, meaning that the influence was
mediated by other variables. The last two papers did not conclude that
gamification had any influence.
The primary mechanisms that can be credited with gamification's
influence on consumer decisions are rewards, challenge, mean-
ingfulness, social influence, assessment, and interactivity.
The literature reports two types of rewards that the consumer can
obtain in a gamification context as a result of performing the “correct”
behavior: symbolic and social. Symbolic rewards may be points that are
redeemable for money or products. Badges and leaderboards are the
most common form of social recognition or social influence, and they
can be obtained by reaching a certain level of performance
[19,52,58,75–80].
When it comes to e-learning, challenging and meaningful mechan-
isms increase engagement to the same extent that the system allows
them to acquire or perfect a skill [81]. However, gamification in con-
sumer contexts defines the concept of “challenging” as “activities or
actions which provide opposition to be overcome by the player”
[80,p.,287], and “meaningful” as activities that are useful or gratifying
in their own right. Therefore, in the online consumer decision context,
being challenging is associated with game elements such as competi-
tion, levels, goals, and tasks [59,83–85], and being meaningful is as-
sociated with interactivity, aesthetics, functionality, control, and plat-
form [82]. Both mechanisms are considered reward-based gamification.
Social influence mechanisms that enable consumers to compare
their performance with other players, such as leaderboards or ratings,
can account for increased consumer engagement [49]. Similarly, as-
sessment and interactivity mechanisms also elicit increased engage-
ment, the former, because the consumer feels that they are being
evaluated and the latter because interaction with the system and with
other participants gives them the feeling that they have control over
their performance [86,87].
Two papers reported that gamification lacks a significant direct
influence on consumer decisions. In both cases (Table 4), an experi-
mental online design was used. Högberg, Shams, & Wästlund [71]
performed an experiment in which consumers used a mobile applica-
tion while shopping in a brick and mortar store in order to assess the
influence of mechanisms such as rewards and challenges (quizzes, time
limits, feedback, hunting for offers) on the engagement with the store
brand in general, and especially on their purchasing decisions regarding
the promoted products. They found that gamification only influenced
consumer decisions when the user truly became engaged with the ap-
plication. Hamari [49] conducted an experiment designed to evaluate
the influence of badges on the frequency of use of the Sharetribe plat-
form. He did not find that a significant direct influence resulted from
the use of this particular reward mechanism. However, he proved that
allowing each of the participants to compare their performance with
others had a significant influence on the use of the website's services.
Although these conclusions have only been drawn from two papers,
it suggests that gamification may not be effective in every context and
that more research on the effects of gamification as applied to consumer
decisions is needed, using a variety of products, game elements-me-
chanisms, and methodologies.
4. Limitations, discussion, and conclusions
The overall objective of this study was to analyze the literature on
gamification as applied to online consumer decisions. The research was
limited to the literature on gamification available in the databases
Scopus and Web of Science. Other related literature published in
newspapers or other databases such as Google Scholar was omitted to
avoid the inclusion of papers that had not been peer-reviewed.
Furthermore, a search of the Google Scholar database did not reveal any
unique records. The research did not include gamification in other
subjects like education, health, and environment. However, comparing
the gamified elements that work in different subjects could prove to be
an exciting research project.
The main conclusions were the following.
1. Does gamification matter: Twenty-nine (29) out of thirty-six (36)
papers presented evidence that gamification has a significant and
positive influence on online consumer decisions (Table 4). Four (4)
papers showed a relative influence or that the influence is mediated
by other variables such as user profile [90], consumer experience
[84], user implication [56], or user expectation [60]. Three (3)
papers did not demonstrate a positive influence of gamification on
online consumer decisions [49,64,71].
The literature analyzed presents evidence of the influence of gami-
fication on the online decision-making process. Engagement with
apps, attitudes toward products or brands, and purchase or use in-
tentions are among the consumer decisions that were studied. The
most common gamified systems used to study this phenomenon
were mobile apps, e-commerce, downloaded games and online
S. Tobon, et al. Decision Support Systems xxx (xxxx) xxxx
6
Table 4
Empirical evidence of gamification's influence on online consumer decisions.
Authors Mechanisms Gamification elements Methodology Context Response Results Gamif.
matter
a
Xi and Hamari [18] Immersion,
achievement, social
influence
Avatars, badges, points, virtual
currency, progress bar, levels,
leaderboards, task, social network
Quantitative: survey Xiaomi and Huawei
online communities
Intrinsic needs satisfaction
(autonomy, competence, and
relatedness)
Achievement and social influence are the
two strongest mechanisms that meet the
three psychological needs defined by SDT.
Immersion does not predict satisfaction of
the autonomy need.
Yes
Jang, Kitchen, and Kim
[19]
Rewards Points, badges, leaderboards and social
interactions throughout its usage
Quantitative:
Longitudinal data
Exercise “Tranggle”
App: exercise and
purchase behavior
Engagement and purchase Epistemic, social and personal integrative
benefits are positively associated with
engagement and the purchase of the app.
The relationship is moderated by age and
experience.
Yes
Liu and Tanaka [88] Rewards, challenge Points, rewards and competition Experiment Game-like shopping
experience
Increase in the consumption of
eco-friendly goods
Including points and levels elements in a
game-based system increases the
consumption of environmental products.
Yes
Mulcahy, Russell-
Bennett,
Zainuddin, and
Kuhn [83]
Challenge Hedonic design elements: challenge,
character, feedback. Transformative
design elements: behavior monitoring,
virtual training
Mixed method: focus
group and survey (497)
Apps promoting healthy
and environmental
consciousness
Satisfaction, knowledge and,
behavioral intentions
Significant influence from the game design
elements on satisfaction, knowledge and
behavioral intentions. The influence was
differential according to the type of game.
Yes
Högberg, Shams, and
Wästlund [71]
Rewards, challenge Quiz, rewards, hunt for an offer,
feedback, time limit, visual feedback,
haptic feedback, other's responses, 50/
50
Experiment on a real
store
Apps in smartphones.
Shopping in a real store.
Engagement, fixation on the
target product, choice.
The hypothesis that gamification influences
the choice of a target product was not
supported. Gamification only had an
influence when users became genuinely
engaged with the application.
No
Berger, Schlager,
Sprott, and
Herrmann [67]
Interactivity,
challenge
Launch, interactivity and the challenge
of a gamified interaction.
Experiment 67 games. Automobile
and financial services.
Emotional and cognitive brand
engagement; self-brand
connection (daily likes of a brand
network profile)
Games that are highly interactive and
optimally challenging lead to increased
emotional and cognitive engagement and
strong connections to the brand. Conditions
under which the consumer did not become
engaged with the brand were: restricting
control and time pressure.
Yes
Li [52] Rewards App Quantitative: Survey 329 Starbucks membership
card and app
Switching from membership card
to the app
Gamification motivated the consumer to
switch from the membership card to the
Starbucks app.
Yes
Dietrich, Mulcahy, and
Knox [82]
Rewards, challenge,
and meaningful
Achievements, badges, feedback
leaderboards, points, progress rewards;
competition, goal, level, task;
interactivity, aesthetics, functionality,
control, equipment.
Experiment, Survey Games: Dumb Driver;
Perfect Pour; Alcohol
Trivia
Level of preference Meaningful game characteristics were
preferred over reward game characteristics.
Yes
Nour, Rouf, and
Allman-Farinelli
[76]
Rewards Ranking, feedback, and badges. Mixed method Vegetable consumption
in young adults
Increased motivation to consume
vegetables. Increased use of the
application
An app that tracks users' vegetable
consumption and rewards them with
personalized reports on the benefits they
reap for having eaten well is useful for
increasing vegetable intake.
Yes
Hsu and Chen [80] Rewards Badge Quantitative: Survey E-book retailing Hedonic value, utilitarian value,
satisfaction, brand love
Desirable consumer behaviors like brand
love and satisfaction are explained by
gamification activities in marketing,
emphasizing hedonic and utilitarian value.
Yes
Ayding [62] Meaningful N/A Quantitative: Survey Empireavenue.com Intention to use gamified systems Age and gender moderate the relationship
between usefulness, ease of use, perceived
enjoyment and the intention to use the
gamified system.
Yes
Meder et al. [89] Rewards Tangible vs. intangible rewards Experiment Mobile e-commerce
application
Application user activity. Rewards have a significant influence on
user activity. Tangible rewards increase
activity more than intangible ones.
Yes
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7
Table 4 (continued)
Authors Mechanisms Gamification elements Methodology Context Response Results Gamif.
matter
a
García-Jurado et al.
[64]
Rewards Points, badges, and leaderboards Quantitative: Survey Amazon.es Intention to use e-commerce
platform (Amazon); flow.
Gamification elements (points, badges, and
leaderboards) do not have a significant,
direct influence on consumers' intention to
use the e-commerce platform; this
relationship was mediated by flow in
Millennials.
Relative
No
Poncin et al. [84] Challenge Challenge, fantasy Experiment Collaborative design of
new laptop bag in an
online smart store.
Control, challenge, arousal,
consumer experience
Gamifying the consumer experience with
challenges and fantasy is a necessary
condition, but it is not enough to enhance
the quality of design of the laptop bag.
Relative
Yes
Leclercq, Poncin, and
Hammedi [90]
Meaningful,
challenge
Cooperation and competition Mixed methodologies Real online platform for
the design of new
products or services.
Ideas/design submission; writing
reviews, name submissions,
voting.
Four profiles of participants were identified
according to the level of engagement and
their participation in the co-creation
activities: competitors, cooperators,
coopetitors, and invisible users.
Relative
Yes
Liang et al. [77] Rewards Badges and price Quantitative:
Econometrics Model
Airbnb “Superhost”
badge
Accommodation's review volume
and ratings
Hosts with a “Superhost” badge are more
likely to receive reviews, while more
expensive accommodations had a lower
volume of reviews. Additionally, the badge
has a positive effect on the guests spending
more on accommodation.
Yes
Kim and Ahn [58] Rewards Explicit or implicit rewards, visual
feedback.
Quantitative: Survey A loyalty program for
Starbucks
Intrinsic or extrinsic motivation
to engage with a loyalty program
Groups with salient rewards were less
motivated to engage in loyalty promotion
than groups without salient rewards. In the
context of gamification where feedback was
given via a progress bar, intrinsic
motivation was high.
Yes
Rodrigues, Costa, and
Oliveira [91]
Meaningful,
interactivity
Design, easy-to-use, information,
webpage characteristics
Quantitative: Survey Intention to use e-banking Gamification and ease of use have a
significant, positive influence on the
intention to use e-banking websites.
Yes
Nobre and Ferreira
[92]
Meaningful N/A Qualitative: Semi-
structured interviews
and a focus group
Gaming Consumers' motivation to engage
in gamified experiences
Gamification can be a marketing tool for
brand value co-creation where the
consumer may engage with a brand.
Moreover, practitioners can access reliable
consumer data on the consumer profile,
preferences, trends, and new product
opportunities.
Yes
Yang, Asaad, and
Dwivedi [55]
Meaningful,
rewards
Perceived usefulness, ease of use, social
influence, enjoyment
Mixed methodologies,
Questionnaire
“Oreo: Twist, Lick,
Dunk” game
Consumers' intention to engage in
the gamification process; brand
attitude
Perceived usefulness and enjoyment have a
significant influence on the intention to
engage and brand attitude.
Yes
Hsu, Chen, Yang, and
Lin [87]
Interactivity,
meaningful
Website features (utilitarian, hedonic) Quantitative: Web-based
Survey
Recycling User attitude and behavioral
intentions
Web features have a significant influence on
consumer attitude and the behavioral
intention of recycling. This influence is
mediating by user experience and attitude.
Yes
Mitchell, Schuster, and
Drennan [93]
Challenge,
interactivity
Variable difficulty levels, player choice
and, dynamic feedback.
Between-subject
experiment
App designed to
encourage walking
Walking behavior over time Gamification can facilitate the initial
behavior change and the maintenance of
this behavior change. However, it does not
have a real influence on intrinsic motivation
to perform the walking behavior.
Yes
Baptista and Oliveira
[79]
Rewards Points, reward, prices Quantitative: Survey Mobile banking services Behavioral intention; use
behavior.
Gamification has a significant influence on
behavioral intentions to use mobile banking
services.
Yes
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8
Table 4 (continued)
Authors Mechanisms Gamification elements Methodology Context Response Results Gamif.
matter
a
Olsson et al. [59] Challenge Challenge, progress, radar Quantitative:
Experiment
App designed and used
to find images in a retail
store
Intrinsic motivation, satisfaction
and, intention to use
Gamification and consumer experience
have a positive influence on intrinsic
motivation, satisfaction, and intention to
use.
Yes
Gatautis et al. [56] Rewards,
assessment
levels, points, feedback/rewards,
achievement/badges, leaderboards
Quantitative: Survey Lithuanian consumers Consumer brand engagement:
cognitive, emotional, and
behavioral.
A weak correlation between game elements
and consumer brand engagement. They
found cognitive engagement.
Relative
Yes
Xu et al. [94] Challenge,
assessment
N/A Qualitative: Focus
Group.
Gamification in tourist
destinations
People give reasons for people
using games at tourist
destinations.
Curiosity, explore the destination, socialize,
fun and fantasy experiences, challenges and
achievement.
Yes
Sigala [78] Rewards Points, badges, leaderboard and social
interaction throughout its usage
Quantitative: Survey TripAdvisor Experiential value, trip planning,
trip experience
The website task and Facebook social graph
were the gamified elements that produced
the most engagement from TripAdvisor
users.
Yes
Harwood and Garry
[95]
Challenge, rewards Challenge, task, rewards, badges,
leaderboards, win conditions
Mixed methodology Samsung Nation
Website
Consumer engagement:
behavioral and emotional
Gamification mechanisms that can
influence consumer engagement are
intrinsic/extrinsic rewards, relationship,
loyalty, subversion (repeat interaction).
Yes
Bailey, Pritchard, and
Kernohan [86]
Assessment Framework, rule, layout. Soft and hard
gamification survey
Quantitative: Online
Survey
Consumer shopping
habits
Consumer engagement and data
validity
Gamification increases participant
engagement in both scenarios, but for open
questions, the soft gamification scenery was
more reliable.
Yes
Insley and Nunan [85] Challenge Competition between:
- retailers and other consumers in the
price of clothing.
-Against other shoppers.
-Against the retailers' policies
-pricing games
Qualitative:
Observation, Semi-
structured in-depth
interviews.
Fashion clothing Entertainment experiences from
partaking in online shopping
Shopping is itself an entertainment activity
that reports emotional benefits such as
excitement when the product is delivered,
and the hedonic rewards are a distraction,
self-justification, and self-gift.
Yes
Ziesemer, Müller, and
Silveira [60]
Meaningful,
rewards
Tangible-Intangible rewards: points or
reputation
Quantitative: Survey Online shopping Reasons for rating purchased
products (recommendation)
People rate products when it does not meet
their expectations (positive or negative).
People do it for tangible rewards.
Relative
Yes
Bittner and Shipper
[63]
Meaningful,
interactivity
Flow, enjoyment and perceived
usefulness
Quantitative: Online
Survey
Digital games Purchase intentions, intrinsic and
extrinsic motivation
TPB theory (attitudes, subjective norm, and
perceived control) explains the purchase
intention of everyday goods. Enjoyment and
flow were the mediators between
motivation incentives and purchase
intentions.
Yes
Wen et al. [75] Rewards Rewards, leaderboards Quasi-experimental Marketing campaign
app
Engagement and purchase The gamification mechanisms influenced
engagement with the app and purchase
behavior.
Yes
Xu et al. [94] Challenge and
assessment
N/A Qualitative: focus group. Gamification in tourist
destinations
Why do people use games at
tourist destinations?
Curiosity, explore the destination, socialize,
fun and fantasy experiences, challenges and
achievement.
Yes
Conaway and Garay
[96]
Reward,
interactivity
Progress paths, feedback, and rewards,
social connection, the attractiveness of
the website
Quantitative: Survey Business websites Consumer engagement with the
website
They found that the mechanisms of
competition and fun were related to the
visual design of the website, and challenges
and competitions with progress bars.
Yes
Hamari [49] Rewards, social
influence
Badges Quantitative: Online
experiment
Sharetribe in a
university.
Service use: trade proposals
posted, number of transactions,
and page views.
The use of badges as a gamification
mechanism did not cause increased use of
the website's services.
Relative
No
a
The research shows that gamification has a positive influence (matters) or a negative influence (does not matter) in the study.
S. Tobon, et al. Decision Support Systems xxx (xxxx) xxxx
9
communities centered on technological brands.
Gamification's influence on online consumer decisions is explained,
primarily, by the reward mechanism. In other words, consumers are
willing to participate in the game if, and only if, they earn a reward
in return, whether it is symbolic or real, meaning they can cash it in
for money or products [97]. However, the use of other types of
symbolic recognition, such as badges or leaderboards are elements
of gamification that could explain why consumers are willing to
engage with brand communities. These elements allow them to
compare their performance with others, imitate their behavior, or
gain social recognition. In this case, social influence is the gamifi-
cation mechanism that explains this behavior. This use of other
types of gamification mechanisms can allow companies to overcome
the limitations of the traditional point systems in loyalty programs
[27].
2. The review: 36 of 257 documents were retrieved from the consulted
databases that present empirical evidence on the influence of ga-
mified systems on consumer decisions. The remaining 221 docu-
ments, although they included the term “gamification” and are
within a consumption context, did not study how they interact and
affect consumption decisions. The above poses the challenge of
studying in greater depth the combination of elements and me-
chanisms of gamified systems that explain their influence on the
decision making of online consumption.
3. Theoretical foundations: The theories most frequently cited to explain
gamification's influences were the Self-Determination Theory and
the Theory of Planned Behavior; both of them are psychological
theories. However, only 15 out of 36 papers adopted a theoretical
perspective in their research. Four main definitions of gamification
were found in the literature review. Two of them emphasize sti-
mulus and its influence on consumer behavior and attitude [25,45].
Meanwhile, the other two emphasize consumer experience [46–48].
Finally, the most frequent mechanisms were rewards (points,
badges, and feedback), challenges, interactivity, and mean-
ingfulness.
In addition to more empirical studies, the subject requires more
theoretical development to explain its nature and how it operates.
Using psychological theories about human motivations may allow
this existing theoretical void to be filled. The consumer is an in-
dividual with needs, desires, and frustrations that requires under-
standing to design products and services according to their nature.
Gamified systems allow us not only to study consumer needs in
greater depth but also to satisfy them in a differentiated way. Ex-
plaining why the reward is the main driving force behind gamifi-
cation influencing consumer decisions is a challenge to overcome for
researchers and practitioners of consumer behavior.
4. According to Deci and Ryan [44], people have three fundamental
psychological needs: autonomy, competence, and relationship. How
is the reward-related to these three needs?
5. In conclusion, gamification influences the way we make consump-
tion decisions. This influence is explained, mainly, by the me-
chanism of reward, challenge, meaningful, and interactivity.
Likewise, in theoretical terms, SDT and TPB are the theoretical de-
velopments most frequently used to explain this relationship. These
are both psychological theories that study human motivations and
they suggest that gamification in consumption scenarios often deals
with more than just basic needs. What other needs does gamification
supply? These are relevant questions that must be answered.
5. The future of gamification and online consumer decisions
The analysis of the literature on gamification in this paper has fo-
cused on answering the following research questions: ‘Do gamified
systems influence online consumer decisions and, if so, which elements,
mechanisms, and theories explain its influence? Furthermore, our re-
sults suggest four future lines of study that require more empirical
research on gamification as applied to online consumer decisions.
Following, the future research agenda on gamification applied to
online consumer decisions are presented. The agenda was organized
into Thematic, Methodological and Theoretical agendas [17].
5.1. Thematic agenda
The results of the literature review showed that the Reward is the
most studied gamification mechanism. This is explained by the wide-
spread use of rewards programs in the traditional customer loyalty
strategies implemented by entrepreneurs. However, although this
strategy has proven to be effective in stimulating demand in the short
term, it has generated many doubts about its effectiveness in the long
term [27].
Therefore, future research should include other mechanisms of ga-
mification and empirically contrast their effectiveness in establishing
relationships with the client over time.
The above should help us establish the motivators that can explain
why a consumer engages with a product or brand. According to the Self-
Determination Theory, people have three fundamental psychological
needs: Autonomy, Competence, and Relatedness. Therefore, it is clear
that in a commercial exchange they seek more than direct or symbolic
rewards.
Theme 1. Future research should incorporate other mechanisms, apart
from Rewards and Challenges, such as Social Influence, Meaningful,
and Interactivity to establish its impact on consumer decisions.
The current consumer has greater access to information and there-
fore greater tools for making consumption decisions. The consumer
seeks to satisfy higher needs such as belonging to significant social
groups and other social needs. It is thus necessary to analyze social
order mechanisms to understand how the virtual communities that
social networks have shaped are impacting social consumption beha-
vior.
Theme 2. What role do the psychological characteristics of users play in
the effectiveness of implementing gamified systems in consumer
contexts?
The theoretical foundation of gamified systems in e-commerce
needs to be improved and empirically tested. For example, are the three
psychological needs described in the SDT approach satisfied by gami-
fied systems? Is each type of user motivated by the same need?
There is literature that demonstrates the importance of personal
characteristics in consumer decision-making [98]. How do these psy-
chological profiles interact with the group to shape buying behaviors
[99]?
In the game literature, five-player profiles have been identified.
Each of them is determined by the player's primary motivation for
playing, and all of them correspond to psychological profiles; achievers
play to win, to gain a reward, or to reach high-performance levels,
socializers want to make new friends and explorers want to discover
different aspects of the game (dynamic, objectives and context). Killers
want to perform better than anyone else and naïve people do not have a
specific objective or motivation [100].
These personal characteristics can determine or moderate the ga-
mer's performance and encourage them to engage in gamification in the
context of consumer decisions [5]. For example, participants with
achiever or killer characteristics could be much more likely to invest
time and resources in the gamification context because they are seeking
material gains or symbolic rewards. Conversely, explorers or socializers
could be more apt to become frustrated with gamification because they
are just looking for fun or to make new friends.
The question is, do gamified systems work differently depending on
the psychological profile of the user?
S. Tobon, et al. Decision Support Systems xxx (xxxx) xxxx
10
5.2. Methodological agenda
The results of the literature review of studies on gamified systems in
consumer contexts have allowed us to show that there is a body of
empirical literature that has analyzed the influence of gamification
elements in consumption decisions. The methodologies used include
experiments, surveys, qualitative research, mixed methods, and only
one longitudinal study.
Considering that new technologies allow us to not only collect but to
analyze large volumes of data with analytical tools, the development of
research with broader time horizons should be explored in the field of
gamification in e-commerce.
Theme 3. Future research should include the time variable in their
studies to establish how consumer behaviors and decisions change in
extended gamification applications over time.
Gamification, as applied to online consumer decisions, is designed
to engage with the consumer in a specific context and within a limited
period. However, the investment made in gamification is part of a
business strategy to build long-term customer loyalty. Therefore, fur-
ther analysis is needed to see if, and how long-term, gamification
campaigns for products or services can be effective. Will the consumer,
who is a part of the gamification campaign, continue to be loyal to the
product when the reward or game is over?
When explaining the extrinsic and intrinsic motivation, the SDT
warns that extrinsic motivation (when people do something to obtain a
reward) is not effective in the long term because without a reward the
behavior ceases [70]. Despite this risk, only one research study that
used a longitudinal methodology was found. Jang et al. [19] spent two
years analyzing the behavior of an online brand community and found
that the intention to continue to be part of the community was ex-
plained by gamification elements, such as points, leaderboards, and
badges. The best predictors of this behavior, however, were the social
benefits, the feeling of belonging and connectedness. Therefore, more
research needs to be done to study precisely which gamification me-
chanisms are effective in eliciting the desired behavior in the long run.
Theme 4. Can gamified systems be vehicles for implementing online
experiments in social science and for product testing before launch?
The majority of Social Science research uses a quantitative metho-
dology and questionnaires to collect the data [43]. The result of the
systematic revision has shown that 16 of 36 empirical paper (See
Table 4) implemented quantitative methodologies with surveys to test
the hypotheses; 9 experiments, 5 mixed methodologies, 3 qualitative
methodologies, 1 longitudinal study, 1 econometric model, and 1 quasi-
experiment.
By using gamification, it is possible to implement online experi-
ments to analyze how much one or more variables influence consumer
behavior. Using gamified systems, consumer behaviors such as product
choice and stickiness (the time spent on the platform and the number of
repeated visits per user, etc.) can be measured directly [101], and the
Likert scale and questionnaire instrument, which has many limitations
and validity problems, can thus be phased out [102].
This tool can allow practitioners to perform trials of new designs or
services inexpensively before launching a new product, thus reducing
overall cost. Furthermore, the data that can be collected through ga-
mification and stored in servers online can also serve as a rich source of
information for practitioners to analyze and take management decisions
[103].
5.3. Theoretical agenda
What explains why a user engages with gamified systems when
making their consumption decisions? The results of the gamification
literature review do not provide an answer to that question.
We found that 15 of the 36 papers analyzed focused on theoretical
issues. The rest are limited to empirical studies of gamification elements
and their influence on the modeling of consumption behaviors, without
delving into the psychological or sociological determinants of those
behaviors.
Theme 5. Future research should analyze which psychological or social
determinants explain that people find a gamified system attractive and
engaging when making online consumer decisions.
The results of the review showed that Self-Determination Theory
was the theoretical explanation most often used to answer this question.
This theory postulates that people experience well-being if they manage
to fulfill three basic psychological needs (Autonomy, Competence, and
Relatedness). The question is, can gamification meet some or all of
those needs?
Moreover, what other explanations, from a more sociological per-
spective, could explain its effectiveness, especially in virtual social
communities?
Theme 6. Which elements of gamification, incorporated in gamified
systems, have the greatest impact on the information systems that
consumers consult to make their online consumption decisions?
Research on gamification applied to online consumer decisions ne-
cessitates a multidisciplinary approach [37,88]. It must incorporate
psychological theories on human motivators to determine which ele-
ments and mechanisms work best in a game context to program those
elements and design an information system that is interactive, enjoy-
able, and useful. It is not enough to determine which elements work in
gaming contexts, but rather the entire gamified ecosystem must be
understood in order to design systems that respond to users' psycholo-
gical needs, fulfill technological requirements, and meet organizational
objectives. E-commerce demands that “instrumental outcomes” be
transformed into “experiential outcomes” [50], and that customers are
provided with a tangible experience.
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Sandra Tobon is a Business and Economics PhD for the Complutense University of
Madrid, Spain. She has been a marketing professor for public and private universities in
Colombia. Her research interest is in digital marketing, consumer behavior and opinion
leadership.
José L. Ruiz-Alba (PhD, EMBA, PDG-IESE, SFHEA) is the Research Leader of the School
of Management and Marketing at the Westminster Business School, University of
Westminster (London, UK). He has more than 30 years of professional experience in
different service firms. He has broad teaching experience in more than 15 countries. He
has written over 50 academic journal articles, book chapters and conference papers. He is
a member of the Scientific Board of Journalism, Tourism & Management Studies, the
European Journal of Family Business and the Journal of Business and Industrial
Marketing. He has received the best paper award from the Spring Servitization
Conference (Manchester, May 2016). He was co-chair of the International Conference
CBIM2018 and he is Guest Editor of a Special Issue of the Journal of Business and
Industrial Marketing.
Jesús García-Madariaga is currently Associate Professor in Management and Marketing
at Universidad Complutense de Madrid, Spain, director of the University Research team
“Markco2” and Visiting Research Fellow of the California Polytechnic University (San
Luis Obispo, USA). He is the principal researcher in a national project on Neuromarketing,
endorsed by the Spanish Ministry of Economy, Industry and Competitiveness. His re-
search interests encompass Tourism, Customer Value Management and CSR. His research
has been published in refereed international journals, including the Technological and
Economic Development of Economy, the Journal of Hospitality and Tourism
Management, the Journal of Retailing and Consumer Services, Physiology & Behavior and
the Journal of Business Ethics among others.
S. Tobon, et al. Decision Support Systems xxx (xxxx) xxxx
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