Please use this identifier to cite or link to this item: http://hdl.handle.net/10125/50034

Gamified Digital Services: How Gameful Experiences Drive Continued Service Usage

File Size Format  
paper0147.pdf 836.87 kB Adobe PDF View/Open

Item Summary

Title:Gamified Digital Services: How Gameful Experiences Drive Continued Service Usage
Authors:Wolf, Tobias
Weiger, Welf H.
Hammerschmidt, Maik
Keywords:Gamification
Customer Experiences, Gamification, Mobile Applications, Self-determination Theory, Service Marketing
Date Issued:03 Jan 2018
Abstract:Recently, many digital service providers started to gamify their services to promote continued service usage. Although gamification has drawn attention in both practice and research, it remains unclear how users experience gamified services and how these gameful experiences may increase service usage. This research adopts a user-centered perspective to reveal the underlying gameful experience dimensions during gamified service usage and how they drive continued service usage. Findings from Study 1 - a survey with 148 app-users - reveal four essential gameful experience dimensions (skill development, social comparison, social connectedness, and expressive freedom) and how they relate to game mechanics. Study 2, which is based on a survey among 821 app-users, shows that gameful experiences trigger continued service usage through two different types of motivation, namely autonomous and controlled motivation.
Pages/Duration:10 pages
URI:http://hdl.handle.net/10125/50034
ISBN:978-0-9981331-1-9
DOI:10.24251/HICSS.2018.147
Rights:Attribution-NonCommercial-NoDerivatives 4.0 International
https://creativecommons.org/licenses/by-nc-nd/4.0/
Appears in Collections: Gamification


Please email libraryada-l@lists.hawaii.edu if you need this content in ADA-compliant format.

This item is licensed under a Creative Commons License Creative Commons