TY - JOUR
T1 - Fun Shopping
T2 - A Randomized Field Experiment on Gamification
AU - Ho, Yi Jen
AU - Liu, Siyuan
AU - Wang, Lei
N1 - Funding Information:
We conduct a brief survey after the random assignments. The purpose of this postassignment is to collect consumers’ demographics that can be used to perform the postassignment balance check. It takes about one minute to finish the survey. The system informs consumers that they will automatically enter a drawing for a $50 gift card lottery if fulfilling the survey completely. To control the quality of the responses, we also declare that the prizes can be collected only if the inputted data match the winners’ identifications. The winners were notified on September 1, 2018 (i.e., one week after the end of the experiment). We attach the questionnaire for group Badge as follows.
Publisher Copyright:
Copyright: © 2022 INFORMS.
PY - 2023/6
Y1 - 2023/6
N2 - Gamification utilizes game-like features to engage participants, widely implemented in a variety of contexts. Such an IT-enabled engagement strategy serves as a marketing device to boost sales and customer loyalty. This study focuses on two significant game elements (i.e., badges and leaderboards) that promote consumer motivations and social comparisons. To qualify the impacts, we conduct a randomized field experiment at one of the largest shopping malls in Asia. In the experiment, we contrast the two elements against coupons regarding various shopping outcomes. A two-period design (consisting of the treatment and posttreatment periods) identifies the long-term behavior changes after the treatment removals. The main results suggest that badging and leaderboarding promote sales by 21.5% and 22.5% in the treatment period, respectively, whereas couponing delivers a more potent effect of 31.7%. In the posttreatment period, the gamification impacts remain significant compared with the baseline, but the influence of couponing fades out. Besides, the additional analyses document the salient heterogeneous treatment effects across demographics. We further discover the substantial differences in the within-group heterogeneity across the treatments. Specifically, badging is a balanced tool for attracting the general public, whereas leaderboarding is a double-edged sword that could encourage self-reinforcing or self-banishing. Finally, gamification brings more explorations that lead to additional sales and engagements. Overall, the robust results can be translated into actionable strategies to utilize gamification proactively.
AB - Gamification utilizes game-like features to engage participants, widely implemented in a variety of contexts. Such an IT-enabled engagement strategy serves as a marketing device to boost sales and customer loyalty. This study focuses on two significant game elements (i.e., badges and leaderboards) that promote consumer motivations and social comparisons. To qualify the impacts, we conduct a randomized field experiment at one of the largest shopping malls in Asia. In the experiment, we contrast the two elements against coupons regarding various shopping outcomes. A two-period design (consisting of the treatment and posttreatment periods) identifies the long-term behavior changes after the treatment removals. The main results suggest that badging and leaderboarding promote sales by 21.5% and 22.5% in the treatment period, respectively, whereas couponing delivers a more potent effect of 31.7%. In the posttreatment period, the gamification impacts remain significant compared with the baseline, but the influence of couponing fades out. Besides, the additional analyses document the salient heterogeneous treatment effects across demographics. We further discover the substantial differences in the within-group heterogeneity across the treatments. Specifically, badging is a balanced tool for attracting the general public, whereas leaderboarding is a double-edged sword that could encourage self-reinforcing or self-banishing. Finally, gamification brings more explorations that lead to additional sales and engagements. Overall, the robust results can be translated into actionable strategies to utilize gamification proactively.
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U2 - 10.1287/isre.2022.1147
DO - 10.1287/isre.2022.1147
M3 - Article
AN - SCOPUS:85146376544
SN - 1047-7047
VL - 34
SP - 766
EP - 785
JO - Information Systems Research
JF - Information Systems Research
IS - 2
ER -