The epic game of creating a successful gamified co-creation strategy

dc.contributor.authorLopes, João M.
dc.contributor.authorSantos, Nélia
dc.contributor.authorCussina, Hugo
dc.contributor.authorVieira, Isabel
dc.contributor.authorEscudeiro, Maria
dc.contributor.authorMaio, Lissandra
dc.contributor.authorMagalhães, Yolanda
dc.contributor.authorGomes, Sofia
dc.date.accessioned2023-01-04T17:41:18Z
dc.date.available2023-01-04T17:41:18Z
dc.date.issued2022-12-30
dc.description.abstractThis paper aims to explore consumer engagement with online retailers through gamification, the use of game mechanics, and co-creation. A qualitative methodology was used through an exploratory case study approach. The interviews were conducted with 30 Portuguese consumers. It was found that the majority of respondents do not consider online shopping as a substitute for other entertainment activities. Respondents stressed that in online shopping, the important thing is personal satisfaction and their needs. According to the Hexad model, these characteristics fit the free spirit gamer, the Barttle model the explorer and the BrainHex model the seeker. As far as co-creation is concerned, the results indicate that most of the interviewees do not value the tools that exist on the retailers’ websites which allow them to create their own product. This study provides recommendations for retailers to implement a successful co-creation gamification strategy. Companies need to include gaming elements to enhance the retail experience and increase sales. In turn, this can increase competitive pressures among retailers by improving the services and products they offer. This paper provides empirical support for the current dearth of qualitative studies on the role of gamification and co-creation in the online retail experience. Many of the findings of this study are not in line with existing literature, allowing the conclusion that gamification alone is no longer enough to engage the online retail consumer with products and brands, requiring co-creation for the effective engagement of this consumer.pt_PT
dc.identifier.citationLopes, J. M., Gomes, S., Santos, N., Cussina, H., Vieira, I., Escudeiro, M, Maio, L., & Magalhães, Y. (2022). The epic game of creating a successful gamified co-creation strategy. Administrative Sciences, 13(1) 11, 1-15. https://doi.org/10.3390/admsci13010011. Repositório Institucional UPT. http://hdl.handle.net/11328/4596pt_PT
dc.identifier.doihttps://doi.org/10.3390/admsci13010011pt_PT
dc.identifier.issn2076-3387 (Electronic)
dc.identifier.urihttp://hdl.handle.net/11328/4596
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.publisherMDPI - Multidisciplinary Digital Publishing Institutept_PT
dc.relation.publisherversionhttps://www.mdpi.com/journal/admscipt_PT
dc.rightsopen accesspt_PT
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectGamificationpt_PT
dc.subjectOnline shoppingpt_PT
dc.subjectCo-creationpt_PT
dc.subjectEcommercept_PT
dc.subjectOnline retail experiencept_PT
dc.titleThe epic game of creating a successful gamified co-creation strategypt_PT
dc.typejournal articlept_PT
degois.publication.firstPage11pt_PT
degois.publication.issue1pt_PT
degois.publication.locationBasel, Switzerlandpt_PT
degois.publication.titleAdministrative Sciencespt_PT
degois.publication.volume13pt_PT
dspace.entity.typePublicationen
person.affiliation.nameREMIT - Research on Economics, Management and Information Technologies
person.familyNameGomes
person.givenNameSofia
person.identifier.ciencia-idB415-29D7-EC1A
person.identifier.orcid0000-0002-0326-0655
person.identifier.ridAAX-9149- 2021
person.identifier.scopus-author-id36983012600
relation.isAuthorOfPublication05ebcd91-a47c-4480-bf6a-7865f2014dc2
relation.isAuthorOfPublication.latestForDiscovery05ebcd91-a47c-4480-bf6a-7865f2014dc2

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