学术视界 | MISQ:游戏化对口碑贡献者的感知和口碑消费者行为的影响
Impact of Gamification On Perceptions of Word-of-Mouth Contributors and Actions of Word-of-Mouth Consumers
游戏化对口碑贡献者感知和口碑消费者行为的影响
Lei Wang
SCIS Department, Smeal College of Business, Pennsylvania State University
Kunter Gunasti
Marketing and International Business Department, Carson College of Business, Washington State University
Ramesh Shankar
OPIM Department, School of Business, University of Connecticut
Joseph Pancras
Marketing Department, School of Business, University of Connecticut
Ram Gopal
Information Systems and Management Department, Warwick Business School, The University of Warwick
Gamification has been shown to encourage contributions of user-generated reviews (word-of-mouth: WOM) in various domains, including travel and leisure related platforms (Foursquare, TripAdvisor), e-commerce (Amazon), and auctions (eBay). WOM contributors write reviews about products/services provided by business venues and WOM consumers read reviews and use them to form attitudes and make purchase decisions. Gamification elements such as points and badges, awarded to WOM contributors for various reasons, and displayed to WOM consumers, have a dual role in WOM context. First, points awarded for user contributions help motivate WOM contributors to increase their participation. Second, badges awarded to users for visiting business venues signal prior experience or competence, and they help determine how WOM consumers perceive WOM contributors and form their judgments based on the reviews. While the first role of gamification (i.e., motivating users) has been widely studied, the impact of WOM presented along with gamification elements on the perceptions and behavior of the target audience, WOM consumers, has not been examined. This is important to businesses that are looking to attract customers. Drawing on social psychology literature, we show that gamification symbols signaling experience that accompany WOM leads to perceptions of positive WOM contributors as more competent. This leads to important changes in behavioral outcomes such as willingness to visit/buy and willingness to recommend the reviewed outlets.
游戏化、口碑、徽章、能力
Keywords: Gamification, word-of-mouth, badge, competence
本文利用一个游戏化定位服务平台Foursquare作为实证背景(结合mTurk上的实验)来说明游戏化如何增强口碑对消费者行为的影响。本文构建了一个基于丰富理论的严谨模型,其中游戏化对消费者行为的影响(1)仅受口碑贡献者的感知能力水平的影响,或(2)由口碑贡献者的感知能力水平和消费者对口碑内容的感知共同影响。本文对正面口碑和负面口碑分别进行了分析。
本研究确定了游戏化影响消费者行为结果的两种机制。在第一种机制中,口碑贡献者的感知能力在游戏化和偏好行为结果之间起中介作用。在第二种机制中,口碑贡献者的感知能力和感知有用性共同起中介作用(如下图)。本文的结果对企业有积极和消极的影响。首先,积极的评价是由真正来到会场并获得徽章的客户写的,这将导致更有利的结果。其次,游戏化元素似乎并没有在负面评论的不良结果中扮演主要角色。具体来说,无论客户在类似场所有更多还是更少的经验,负面口碑都同等有效。这对企业来说是不利的,因为即使是那些没有访问过类似企业的人(非老客户)所产生的负面评论也可能导致不利的结果。然而,潜在的好消息是,老客户产生的负面评论并不比非老客户产生的负面评论更有效,而且不会对企业产生任何进一步的不良结果。
由于口碑消费者也可以像口碑贡献者一样获得徽章,因此本文进行了鲁棒性检验,分析了如果消费者自己拥有徽章,结果将如何变化。研究发现,口碑消费者的徽章状态会减弱口碑贡献者感知积极WOM能力的影响。当口碑消费者拥有少量的口碑徽章时,相较于拥有大量的口碑徽章时,口碑贡献者感知能力对消费者偏好行为结果的间接影响显著。
本研究对从业人员的意义是显而易见的。利用这些游戏化可能性的公司可以获得更大的回报,如与消费者的更深入的互动、更高的客户忠诚度和更高的客户终身价值。本文的研究结果表明,在线或移动零售商可以通过将游戏化融入其网站和平台来提高产品销量。游戏设计需要认真对待徽章,并要求玩家为了获得徽章而付出足够的努力去获得能力。
本研究存在一个局限性,即只关注徽章这一最受欢迎的游戏化元素。未来的研究可以探索不同的游戏化机制,如积分和排行榜,并测试它们对用户行为的不同方面的影响。
文章来源:Wang L, Gunasti K, Shankar R, et al. IMPACT OF GAMIFICATION ON PERCEPTIONS OF WORD-OF-MOUTH CONTRIBUTORS AND ACTIONS OF WORD-OF-MOUTH CONSUMERS[J]. MIS Quarterly, 2020, 44(4): 1987-2011.
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