Playing the game: Gamification as a marketing tool? Exploratory study of gamification mechanics and if customer involvement, engagement and loyalty can result? Scott Phillip Jones 2 ABSTRACT As digital marketing presence has continued to rise in the last ten years, the concept of using video game elements in marketing has gained the term gamification. Despite the extensive use of the term gamification in the context of providing marketers with a ‘new’ tool for customer engagement, involvement and loyalty, the theoretical meaning and implications of gamification to deliver these variables remains underexplored. Drawing on a literature review, this exploratory study adopts netnographic and an autonetnographic methodology to explore the nature of gamification and the scope of customer involvement, engagement and loyalty that could derive from the branded gamified platforms. The paper concludes with a discussion of implications for practice and further research. 3 CHAPTER 1: INTRODUCTION This is an exploratory research study examining the concept of gamification, Exploratory in its nature as the researcher intends to consider gamifications current use as a concept for the purpose of marketing and develop a study to review how marketers currently use gamification and its potential from the consideration of: Who is integrating with and consuming the brand generated and similarly the consumer generated content derived as part of the gamified platform? Is it the audience who marketers want to consume the content? Drawing comparisons with the loyalty ladder (Payne, 1991) can consumers of gamified platforms be classified through their loyalty and engagement and what of brand advocates for example? Are the consumers engaged with platform (the game) and can that engagement and loyalty be extended to the brand? What is the level of involvement, engagement and integration with the brand generated platform (gamified mechanic) and the consumer-generated content? Does it allow digital marketers to increase the level of involvement and through social media metrics how is this to be measured? Does the duration of involvement, play and engagement create, foster, nurture and instil positive or negative perception of the brand? At which rate are those engaged and involved with the organisations branded gamified platforms and messages sharing the content with others and to what consequence? What is engagement comprised of with a gamified branded platform? The term ‘gamification’ first arose in 2002, coined by Nick Pelling (Marczewski, A, 2002). A concurrent search of academic databases using a broader search for gamification resulted in some varying interpretation of when gamification first gained popularity. (See appendix one) It wasn’t until later in the 2000’s when the word started to gain more attention in the realm of marketing. It was 2010 when online interest in gamification began to grow – 4 Figure 1 – Google Trends – Gamification Interest (www.googletrends.com) Gamification has gained significant attention amongst the marketing fertility and marketing practitioners in recent years (Huotari, K, 2011, Hamari, J, 2011, Zichermann, G and Cunningham, C, 2011, 2013 and Boone, L, 2011). The current understanding of gamification has revolved around the act of adding systematic game design elements in non-game contexts. Central to discussions about how gamification is used and implemented in a marketing context draws on its supposed ability to motivate users, to increase activity; engagement and customer loyalty. Currently, a review of Marketing CEO’s appear to relate the successfulness of gamification in marketing contexts through the measurement of sales figures, “clicks” and general retention of users (See appendix two). Nike’s president of digital marketing services, Stefan Olander commented, “Nike Plus’s gamification is solving things for people. When you have millions of people that come back and reconnect with your brand multiple times a week, you realise that that connection is more valuable and powerful than any traditional, pushed marketing message”. (Marketing Week, June 2012). This way, the brand experience has become more “sticky” for the consumers and the community has grown to approximately seven million members since its launch in 2006 states Olander (Marketing Week, 2012). A focus of the exploratory research will comprise of the metrics used to measure and evaluate the use of gamified systems. Social media marketers up until the last five years felt there 5 was no standard metrics we could apply to social media marketing campaigns (Tuten and Solomon, 2013). Metrics such as number of visitors, users, time played, frequency of played visits, average visit length time and click through rates are crucially important but this study wants to begin to un-pick the community members involved in brand-related conversations (who are they?) and the degree of engagement consumers feel during and after their interaction with branded gamified platforms, and how these exposures influence their feelings about the brand and the potential brand loyalty. However, if we accept that gamification aims to create “gameful” experiences, then could the successfulness of gamification be also measured through same measurement instruments as games are? Since the revolution of the gamification industry in 2010, over 350 companies have launched major gamification projects, including consumer brands like eBay, Domino’s Pizza, Deloitte and McDonalds. These organisations have been attracted by gamification's supposed ability to raise engagement and loyalty; measured in time on websites, repeat visits, and viral distribution, by an average of 30 percent (Huffington Post, 3rd August 2013). What these metrics simply fail to analyse is the quality of these touch points. It fails to inform a marketer how a target audience feels about an experience or a brand. Without context, it is merely a number (Tuten and Solomon, 2013). 6 CHAPTER 2: LITERATURE REVIEW 2.1 Introduction The word gamification is an English noun, “gam (e) + -ification, that is derived from the verb ‘to gamify’ (Werbach and Hunter, 2012, p.8) to turn something into a game. According to gamification.org, the word “gamification” has been first used in March 2002. Although this etymological definition, gamification does not only mean making a game. Gamification is frequently cited as “the use of game-thinking and game mechanics in non-game contexts in order to engage users and solve problems” (Zichermann, G, and Cunningham, C, 2011, p.7). The review will focus on the concept of consumer relationship marketing, considering the Six Markets model (Christopher, Payne and Ballantyne, 1991) and if gamification has the potential to forge a synthesis between customer engagement and marketing. The points and badges aspect of gamification bears more resemblance to loyalty programmes than to games and the application of the loyalty ladder (Christopher et al 1991 and Brown, 2000). Central to marketing gamification is the notion of interesting and appropriate challenges, and the level of involvement, central to the idea of ‘flow’ (Mihaly Csikszentmihalyi’s, 1990). The study will review consumer involvement with branded gamification sources. The review will seek to explore the merits and drawbacks of these methods through the opinions of different authorities. Finally, the review will provide the basis for the investigation into applied gamification integral to the marketing strategy at Starbucks. 7 2.2 Themes Identified 2.2.1 Consumer Involvement Involvement is an individual difference variable found to influence consumers’ decision making processes and behaviours. The concept of involvement had origins in marketing following Krugman’s (1967) measurement of involvement with advertising. Involvement ever since has been analysed and measured in multiple contexts, including purchasing decisions (Mittal, 1989 and Smith and Bristor, 1994), involvement with products (Kapferer and Laurent, 1983 and Michaelidou and Dibb, 2006) and advertising (Andrews, 1990 and Zaichowsky, 1994). Involvement has revealed multiple facets of consumer behaviour and problems and surrounding involvement remains prominent in the marketing domain. 2.2.2 The use of the concept Houston and Rothschild (1977) made three distinctions in involvement; enduring, situational and emotional involvement. Enduring involvement reflects a general and permanent concern with the brand or product. For example, a consumer may choose to play a gamified Starbucks platform because of the enduring prior involvement with the brand. It is interesting to note that the researcher has carried out a separate investigation into the 100 firms in the Times Top 100 category and identified it is mature brands and longstanding organisations or 10 years plus that have created gamified platforms (over 30 organisations in the list have used some element of gamifcation are all mature organisations) and may relate to enduring involvement with the brand or product class. Secondly, is situational involvement, concerning a specific situation such as a purchase occasion. A consumer may access, play or become involved in a gamified platform in a particular situation. Again, the researcher noted the availability of free wireless connection in Starbucks coupled with the promotion of Starbucks My Rewards (gamified system) and suggests this as an example of situational involvement. However the level of involvement between the two concepts is much 8 debated and usually enduring involvement derives from the perception of a product related to held consumer values (Arora, 1982) and stronger levels of involvement are evoked. The example cited with Starbucks could be a coupling of the two concepts as consumers drinking Starbucks may have enduring involvement, especially as Starbucks has intense brand loyalty; 40% of 2,000 respondents said they were brand loyal to Starbucks, compared to the combined 21% who were loyal at smaller chains or independent stores (Mintel, 2012) and in a solo situation of drinking or visiting a coffee in a Starbucks store, as one third of mobile users access Wi-Fi when in public locations (cisco communities, 2013). Emotional involvement is a process where the consumer has an emotional or affective reaction to a product, service or brand. This concept remains contentious as to what emotional involvement constitutes and significant differences in product emotional perceptions has been found in males and females and product ranges (Zaichkowsky, 1994). Also, one may consider that the more the branded gamified platform becomes integrated or acts as an extension of the consumers own values, the higher the level of involvement (Mitchell, 1979). The growth of social campaigns such as ‘Drink Awareness’ and ‘Road Safety’ campaigns are two recent examples that have gamified their communications message and both could be argued derive around consumers who have strong values and attitudes to the subject. It may be that the choice of the gamified platform by consumers may moderate the level of brand and purchase involvement. Therefore, deciding which gamified platform to involve and engage with could be considered to aggravate situational variances influencing motivation and behaviour and thus influencing the degree of brand choice. Why do some people spend more time playing the game (spending more time with the brand) and creating consumer generated content? There are a number of considerations that arise from gamified involvement. Does gamification constitute and lead to an increased involvement with the brand? What does involvement on a gamified platform result in or actually equate to? For instance, how does involvement on a gamified marketing platform affect purchase behaviour? What is the scale for measuring involvement on a gamified platform? Most of the research is rooted in involvement with particular brands or product 9 classes. Second, what is the relationship between involvement and other concepts in consumer behaviour such as perception? Also, how much variance is there between what constitutes involvement on different gamified platforms and brands? Gamification has the power to improve consumers’ engagement and enhance the brand perception through engagement and involvement, flow experience and gamified mechanics (content, social influence). Besides, gamification’s own distinct characteristics (fun, multi-media combination and interaction) which are considered important for brand involvement as they appeal to fundamental human desires such as recognition, rewards, status, achievement, competition, collaboration, selfexpression and altruism. 10 2.3 The level of flow Games are regarded as systems that require an active involvement by the player (Nintendo, 2012). Games are thus co-produced by the game developer and the player(s). The game developer’s part of the co-production takes place when the game’s storyline is created, rules invented, game design patterns chosen and structure, sound and visuals added. The player(s)’s part of the co-production and of the value-creation takes place each time the game is played or otherwise interacted with. The game can also be solely or partly developed by the player. The core service of the game is to provide hedonic, challenging and suspenseful experiences for the player(s) (Kim, A.J, 2008) or gameful experiences (McGonigal, J. 2011) the quality of such a “game service” is strongly determined by the functional quality of the service or game experience, which is often referred to as flow (Csikszentmihalyi, M. 1990). Figure 2 – Mihaly Csikszentmihalyi’s idea of ‘flow’ as discussed in Flow: The Psychology of Optimal Experience, 1990. Flow results when the challenge is equal to your ability; if something is too easy, boredom results. Too challenging and people become overwhelmed. Researchers generally agree on the conceptual definition of flow (Csikszentmihalyi, 1990) and flow is something most individuals have experienced in various contexts. Hoffman and Novak (1996) propose that flow has a number of positive consequences from a 11 marketing perspective, including increased consumer learning, exploratory behaviour, and positive subjective experience. Hoffman and Novak’s proposal in 1996 that the internet should be thought of as something unique and special, more than “just another marketing channel” which was met with scepticism. The key insight from Hoffman and Novak (1996) was a conceptual model of the network navigation process for Web users and the development of flow (Csikszentmihalyi, 1990) to complete engagement with and immersion in an online activity. The model provided insight into the nature of a compelling flow experience, outcomes of the flow experience and what creates a compelling online experience. Novak, Hoffman, and Yung (2000) produced a revised model validating most of the relationships in Hoffman and Novak (1996). They noted skill and importance increased with web experience. As consumers use the web longer, they use it for skill-based, goal directed purposes and it was demonstrated that flow occurs for both goal directed and experiential shopping behaviours (Novak, Hoffman, and Duhachek, 2003). It was found that reported flow experiences were actually more prevalent among those who use the Web for goal-directed activities, rather than just fun. The impact on gamified applications and usage, in-particular the Nike+ gamified platform could support this research, as consumers presumably here are goal orientated (sharing updates on fitness in exchange for recognition and reward), hence its continued growth and success. Approaches to measuring flow are wide ranging, Mathwick and Rigdon (2004) use a four channel model defined by skill and challenge, while Senecal, Gharbi and Nantel (2002) derive measurement comprised of concentration, control, challenge and enjoyment online. Jiang and Benbasat (2005) aggregate items measuring control, attention and enjoyment. Choi, Kim and Kim (2000) use a six item scale for flow measurement while playing online games that could be adapted to gamification, comprising of two questions for intrinsic interest, two for curiosity and one for attention and one for control. Whereas Koufaris (2002) ignores measurements of flow and opts for associated constructs of flow, including; control, enjoyment, concentration, perceived usefulness and perceived ease of use. Chou and Ting (2003) conceptualise flow as, concentration, time, playfulness and exploratory behaviour. Hoffman and Novak (2009) recommend that with the wide disparities on flow measurement existing, multiple measures of flow should be adopted. 12 Flow research suggests it can influence attitude towards online purchasing (Korzaan, 2003), Web and brand attitudes (Mathwick and Rigdon, 2004) and attitudes towards playing web based games (Hsu and Lu, 2003). Yee (2007) indicates immersion, social behaviours and achievement and status are likely to be prevalent then involvement by the ‘player’ is greater. From a gamified marketing perspective, with the evolution of the Internet to Web 2.0 applications and sites have given consumers more control of their gamified experience and environments and online check in status updates can be installed by customers and used at a time or place convenient to them. Social influence is gaining more powerful in making decisions and the effects on consumer behaviour and subsequently, in the case of Nike+ the content that exists on this platform has greater meaning when linked to other content and consumers in that gamified network whom have reputations and are trusted. There is a potential impact on the Nike brand through the gamified actions of users. What follows is that value of a game service, be it ‘adventure’, ‘reward’, ‘suspense’, ‘mastery’ or ‘gamefulness’, is always determined by a player’s individual perception. It is possible that the use of a game service marketing platform leads to gameful experiences with one user but does not do so with another user (affecting the level of flow). This difference in outcomes may be due, for example, to differences in skills of the two users/players (Tuunanen, J., and Hamari, J. 2012). 13 2.4 Customer Engagement Engaging customers in gamification remains an area of further and academic interest. According to Carse (1987), a key ingredient to play is that it be voluntary otherwise it is not play. McGonigal (2011) echoes this concept when she argues that “voluntary participation requires that everyone who is playing the game knowingly and willingly accepts the goal, the rules, and the feedback” (p. 21). Bogost (2011) asserted that “game developers and players have critiqued gamification on the grounds that it gets games wrong, mistaking incidental properties like points and levels for primary features like interactions with behavioural complexity” (para. 11). Furthermore, gamfication is not a quick fix; adding points may not necessarily save a website or instantly create interest. From the examples of gamified sites and platforms visited, this researcher believes that gamification has the potential to be successful when it is well thought out, the mechanics heavily consider the audience that you are trying to work with, and most importantly the people want to engage and participate (regularly). Customer engagement on social media platforms is typically registered by followers, likes, comments and shares. Many companies have focused their social media efforts on attracting as many fans and followers as possible. (Porter, C et.al, 2011). However one could healthily question if metrics such as likes, followers and visitors are meaningful measures of engagement. Surely, these metrics are only relevant if those behaviours relate to the objectives of the brand’s social media activity. Sterne (2013) suggests equivalence would be a respectable measure for social media platforms to monetise engagement activity. Rather than focus on number of followers, Sterne makes a case for attempting to put a value on a visitor, and if organisations can identify the equivalent number of visitors a fan is worth, organisations can monetise their social media marketing values. For example, if a visitor on Starbucks gamified zone actively engaged and was heavily involved with the brand and the platform and calculations of that one visitor was equivalent to 25 other visitors (less involved and engaged) and that visitor has a large number of followers and was endorsing and being a ‘brand advocate’ (Payne, 1991) the broadcast of the brand and message is increasing. It raises the question of whether organisations should dedicate energies and marketing resources to identifying those 14 individuals who act as a catalyst for ‘social epidemics’ (Gladwell, 2000). Gladwell (2000) acknowledges that social epidemics are driven by the efforts of a handful of exceptional people. What sets these individuals apart is how sociable, energetic, knowledgeable or influential these people are among their peers. He terms this the ‘Law of the Few’ and says, “these exceptional people found out about a trend, and through social connections and energy and enthusiasm and personality have the ability to spread the word about brands”. (Gladwell, Page 22). This approach is similar to what Payne (1991) termed ‘brand advocates’. The challenge for marketers is to identify these individuals and track their involvement with the brand. Netnography is one approach that could support this measure. Through using a netnographic method, researchers can monitor the approach of information online and study the attitudes and behaviours of the market involved. Whereas the concentration in relationship marketing emphasises the need for organisations marketing philosophy to shift from customer acquisition (increase in followers through social media for example) to marketing strategies that focus on customer retention and engagement (Payne, A et.al, 2005). Tuten and Solomon (2013) argue that numbers are important, let us not forget that, “social media is meant to be about participation and relationships between brands and consumers” (page 203). Engagement in social media should be concerned with how people feel, how exposure to the brand through social media influences feelings (Tuten and Solomon, 2013). 25,000 followers on a Facebook page for Cherry Coca-Cola does little to inform Coca-Cola about how the target markets feels towards the new can design for example or even how they feel about the product. This networked view of markets is not entirely new and the challenges remain persistent. Ford (1990) discussed a chaotic, non-hierarchical view of industrial relations and the notion of markets as conversations and how organisations were failing to be involved in those conversations outside of ‘command and control’. Customer engagement through gamification differs in the social media approach according to Esslinger and Combs (2011) when they state (anecdotally) that, customers actively participate with the brand (active) through gamification, gamification engages customers, although this researcher would question the flow, frequency and time of engagement, it embeds the brand in everyday lives (active involvement) but again participation needs to be measured and the more a brand 15 can engage with customers in a loyalty programme, the less time or incentive that person has to move to a competitor. Is this the same for all consumers? Are there specific groups of people more engaged with the brand than others? Anecdotally the researcher has noted multiple marketing CEO’s at some of the worlds most accomplished and recognised brands boasting of the merits of gamification as engagement tool but who is engaging and what constitutes engagement? One quick play of the platform? Or multiple plays through to purchase and acquisition? The dialogue remains fuzzy around this area. The ‘Engagement Food Chain’, pioneered by Jim Sterne (2010) demonstrates a social media metric scale of engagement as a desired connection between the brand and the target market. Sterne offers a hierarchy of the effects that marketers seek from the target audience as they reach increasing levels of engagement with the brand, as illustrated below. Figure 3 The Engagement Food Chain (Based on the Engagement Food Chain, Jim Sterne, 2010. Social Media Metrics, 2010, page 109). 16 The chain (not a pyramid?) starts with ‘saw’, advancing to ‘saved’ and ‘rated’, and climaxes with the ‘purchase’ and ‘recommended’. The difficulty will lie with identifying individuals and tracking on an individual basis where they are on the chain and monitor their individual progress. However the model provides some foundation for measuring online activity and could be applied to a gamification platform. The model appears to favour those organisations where the business model is entirely online and ignores offline activity or a fusion of both. The pyramid construct makes the assumption that the more people, who for instance are ‘commenting’, the more consumers you will have at the Purchasing stage. Also, if a consumer has purchased, it assumes the consumer is to make a recommendation and again is working on this assumption this will be positive and gives little credence to negative feedback, resulting from a product purchase. The focus is on acquisition, through to purchase and recommendation of the brand or product but this researcher remains curious about a metric model that considers how social media marketers measure negative brand comments and the reaction, response and strategy to rectify brand disillusionment. Engagement is a complex, especially online engagement and is an emerging topic in academic research where consumers are increasingly active participants in interactive processes with multiple feedback loops and highly immediate (even real time) communication (Hoffman and Novak, 1996). The effects of electronic word of mouth in online communities can spread rapidly and could be a measure of engagement. This researcher has noted in preliminary research stages that electronic word of mouth in many gamified platforms occur within the hosts platforms and beyond the virtual brand community. Richins and Block (1991) found that consumers are more likely to search for, and accept negative electronic word of mouth when they lack online information. Interestingly, Chevalier and Mayzlin (2006) investigated how negative reviews of online books having a larger detrimental effect on sales, than positive reviews. This has radical implications for brands through gamified platforms and although research literature tends to focus on the merits of engagement and creating brand loyalty, the consequences, if the gamified experience is re-soundly negative could have implications for the brand’s equity and possible impact on sales by those engaged with the gamified platform. The researcher will seek to consider what online communities’ reactions are to branded 17 gamified platforms and if the gamified platform acts as integral part to the brands proposition, perception and positioning. Recent research suggests that customer engagement is expected to contribute to developing our understanding of the customer experience and retention (Bowden, 2009) and despite developments in the practitioner environment, academic enquiry into customer engagement is limited (Verhoef, Reinartz and Kraft, 2010). Customer engagement is anticipated to contribute to relationship marketing facets of retention and loyalty (Verhoef et.al 2010). When a customer is a strong admirer of a business organisation, they desire to engage with others and organisation directly, often in communities sponsored by that business (Porter, C et al. 2011). Gamified platforms facilitate this desire as do social media systems such as Facebook and micro blogging site, Twitter. The more popular and successful gamified platforms have also embedded and incorporated social media sharing typically through Facebook and Twitter. Examples include Nike+, Starbucks My Rewards, Coca-Cola, Four Square and Gigya. Customer Relationship Management as pioneered by (Berry 1983; Christopher, Payne and Ballantyne, 1991, Grönroos 1994, Gummesson 2002, Sheth and Parvatiyar 1995) acknowledged the step away from one way, mass marketing techniques to two way dialogues. However most of the relationship was still one way i.e. the company drove the conversations and not the customer. But with the growth of Web 2.0 and social media and gamified applications, the power and harness of the consumer conversation appeared to grow. Consumers are more informed and have the power to express themselves directly with the brand. In addition consumers can seek out advice and opinions from other consumers that brands have little or no influence over, witnessing the rise of brand advocates and champions. These changes, coupled with advances in data processing technologies have led to strategic shifts; a move from relationship plans with customers to engagement with customers (Aungst and Wilson, 2005). The fundamental shift; from mass to two way relationships to two way engagement. Josephine Pine and James Gilmore (1999), authors of The Experience Economy, discussed the notion of customers buying or engaging in an experience, enjoying a series of memorable events that a company stages to engage customers in an 18 inherently personal way. Marketers now refer to this customer experience as illustrated by Pine and Gilmore as ‘touch points’ (1998) through forms such as gamification and the paradigm shift is customer engagement and experience. Amazon and Facebook have applications that allows shoppers to receive product recommendations based on Facebook preferences and Starbucks gamified ‘My Rewards’ transforms customers iPhone into a Starbucks loyalty card. Coca-Cola is reducing its dependence on branded micro sites in favour of consumer driven engagement sites for building connections with customers. Consumer perceived value through engagement as the core of relationship marketing process was conceived by Christopher et al (1988) who offered a perspective of marketing, based on a broadening approach that the principles of marketing can, and should be applied to a range of ‘markets’ or ‘market domains’. These ideas have been captured in a model known as six markets model (Christopher et al, 1991; Payne and Holt, 1991) (See appendix three) which identifies five other markets surrounding the customer markets. These are internal, referral, supplier, recruitment and influence markets, which consist of all stakeholders. In this model delivering superior value to customers is predicated on building and nurturing relationships among all these markets. Customer engagement through gamified platforms draws parallels with the six markets model as it is considered as a behavioural manifestation towards the brand or organisation that goes beyond transactions and emphasis on acquiring new customers and building long-term customer relationships. 19 Figure 4 – Six Markets Model (Payne, A, Ballantyne, D. and Christopher, M, 1991, www.emarldinight.com/journals/acticleid=1508894) Whilst the majority of research on the six markets models is focused on addressing consumer behaviour in business to customer traditional orientation there is little acknowledgement and application to virtual brand communities explicitly, the literature will provide a foundation to investigate during this empirical study. Customer engagement in virtual brand communities is sparse, and lacking particularly with reference to gamification. To date, De Valck, et al. (2009), concluded that the nature of brand communities and the effect on consumer engagement is nebulous- to-date and represented an important area for research. Brodie et al.’s (2011) addressed customer engagement in a virtual community by analysing five themes. The first involved the interactive experiences between and/or other actors in the marketing/brand network. In gamified terms, this would be the interactions in brand-related chat rooms, postings and blogs (typically found on the 20 gamified platform). The second theme is that the consumer engagement is dependent on the user’s motivational state (could gamification alter this motivational state?). The utility value and interest should outweigh the level of perceived risk. Thirdly is the individual’s engagement with a particular brand over time. A fourth theme is engagement as multidimensional concept, comprising of cognitive, affective and behavioural domains (Patterson et al., 2006). The final theme of consumer engagement in a virtual community implies that the process has relational consequences that may act as antecedents in subsequent engagement. The five themes have led to a broad understanding of consumer engagement virtually: “Customer engagement involves specific interactive experiences between consumers and the brand and/or members of the brand community. Consumer engagement is context-dependent and is a multidimensional concept comprising of cognitive, emotional and behavioural dimensions, and plays a central role in the process of relational exchange where other relational concepts are engagement antecedents” (Brodie et.al. 2010, page 11) This broad definition will provide a direction for the undertaking of the exploratory research presented in this study. Central to this broad definition is consumer engagement embodies consumer experiences and participation and involvement act as engagement antecedents, while engagement may also result in issues of commitment, trust, consumer brand attachment and brand loyalty. 21 2.5 Customer Loyalty Gamification adoption appears to strike a balance between targeting new (the attraction and appeal of something new to try, play and engage with) and existing customers (satisfy demands of loyal customers with rewards). Payne (1998) argues that it often the existing customers who receive in-sufficient attention. In an attempt to understand customer loyalty, many marketers have studied the Customer Loyalty Ladder (Christopher, Payne and Ballantyne, 1991). Although different variations of the ladder can be found today, the original ladder concept provides a sequential set of goals for growing the lifetime value of customers, and thus attaining their maximum value. Many organisation placed emphasis on the lower rungs of the loyalty ladder in an attempt to turn consumers into active advocates of the ladder. The message was to move as many customers up the ladder as you can. Gamification and social network principles of engagement and social brand conversations through Nike+ and Starbucks My Rewards are connected to Twitter and Facebook for example is resulting in thousands of un-paid advocates, spreading the brand values and heaping praise (and negatives) on brands. Discussion threads, leader boards, trophies, rewards, endorsements and online interactions is presenting opportunities for relationship building, not only between peer to peer but also between marketers and their customers. My Starbucks Idea platform allowed 150,000 Starbucks customers to feature ideas on the system for new or improved products and services (Allen Adamson, Forbes, 2011) for the company. Literature on the loyalty ladder focused or organisations endeavours to build relationships with new and existing customer bases but, as Harridge-March and Quinton (2011) propose that a hierarchy exists of social network users (this could be extended to gamification as social networks are typically built in or embedded into gamification) and that hierarchy can be linked to the loyalty ladder. The loyalty ladder can help marketers gain insight into the structure and form of social platforms in order to improve their understanding of key influencers in the gamified systems and social networks. The benefit this brings of being able to communicate more effectively with influencers and other members of this social network ladder. In the case of its application to gamified platform, the possible opportunity to communicate with the most masterful or experts (most trophies, accolades, reward points.) 22 Figure 5 – The Loyalty Ladder (www.eightleaves.com/2010/04/the-loyalty-ladder) Harridge-March and Quinton (2009) suggested the adaption of the loyalty ladder in social networking communities to consider ‘Lurkers’, (previously prospect) as those who are reticent to contribute to sites, ‘Tourists’ (previously customer and client) to term those who post comments but demonstrate a lack of commitment to the platform or network and ‘Evangelists or Insiders’ (previously supporter) as those contributors who are enthusiastic, expert and regular in their contributions. Similarly using the loyalty ladder as the framework, Riegner, (2007) used different sets, starting with the ‘social clicker’ (users who communicate with friends and create content on message boards and review boards), ‘online insiders’ (avid online users and shoppers who vocalise product preferences) and finally ‘content kings’ (young men addicted to online entertainment). These groups reflect some complexity and the lack of a uniformed measurement for marketers engaging with users of social media and communities. No measurement or recognition of labelling loyalty has yet 23 been suggested for gamification applications and platforms. Although the labels are different from Harridge-March and Quinton and Riegner, the models themselves appear to be entrenched in the foundations of the loyalty ladder It is interesting to consider if the reach of gamified platforms are appealing to the loyal brand advocate or if the appeal of the gamified marketing system extends beyond the most loyal consumers and the level of engagement? Porter et.al (2011) considers the prospect of communities, that can be fostered and nurtured through gamification share a ‘consciousness of kind, a sense of belonging and a sense of shared social identity’ and notes that the appeal is likely to form around mature brands that have strong brand loyalty and built up a strong image with consumers (brand maturity). The writers suggest that engagement is motivated intrinsically towards gamified zones, based on the value created by the organisation that meets the needs of the viral community (Porter et.al, 2011). Considering the success of Nike+ it could be argued this is a mature brand and fitness is associated to intrinsic motivation and the value of linking sub communities (fellow friends who are motivated to get fit). Nike+ members are motivated to cooperate with the Nike+ gamified system as they believe Nike has attempted to empower and embed users through a high sense of attachment. Whereas Starbucks Reward System is embedding members by giving them exclusive access to certain information (new flavours, recipes and privileges) that non-gamified can-not enjoy, which in turn leads the members to exhibit engagement behaviours, such as willingness to co-operate in new product development (My Starbucks Idea) and stay loyal to the organisation (Porter and Donthu, 2011). This raises the question of whether customers are loyal or committed to the game platform and the associated achievements, but not necessarily the product. Commitment is defined as, ‘durable desire to maintain an important relationship’ and is considered an antecedent of loyalty (Morgan and Hunt 1994). Customers may be committed to achieving the goal or rewards of the game but not the action of a sale or purchase. The work of Jacoby and Chestnut (1978) gave rise to the distinction between behavioural and cognitive loyalty while later contributions from Dick and Basu (1994) and Oliver (1997 and 1999) developed the notion of mental loyalty; they identify loyalty to a brand, follows a process of evaluation and relative attitude towards the brand and consideration of purchase (new or repeat). When a customer plays the 24 game, especially repeated play of the game to achieve greater rewards (behavioural), a customer could reflect, evaluate and decide whether this will lead through to a purchase of the product or consumption of the brand (mental). Gamified platforms in their design aim to make the customer feel special (Maslow; Fullfilment needs and Self Actualisation) and the design is such (flow) to make the purchase as seem-less as possible (see Domino’s Pizza Hero and McDonalds Monopoly. Although it is clearly possible to frame different forms of loyalty, questions remain on how can or does the gamified platform relate to the development of loyalty with the brand and does the gamified platform act as a form of loyalty emergence? Dick and Basu (1994) considered four sequential stages of customer loyalty through the combined effects of mental/cognition and behaviour. They suggest that loyalty is the due to interaction between a customer’s view or attitude towards a brand and behavioural loyalty (repeat purchase). The typology clusters customers in to four loyalty groups; Customers with high attitudinal and behavioural loyalty are known as ‘true loyals’, those with high behavioural loyalty but low attitudinal loyalty as ‘spurious loyals’, those with high attitudinal loyalty but low behavioural loyalty are described as ‘latent loyals’, and those with low attitudinal and behavioural loyalty as ‘non loyals’. Dick and Basu model (1994) has a built in assumption that the classification of customers into the four loyalty groups on the basis of relative attitude and repeat business should then allow the prediction of other loyalty measures such as retention and defection. However, as Bove and Johnson (2002) suggest, few attempts have been made to test or predict this and the researcher is interested as part of the netnographic exploratory research, if such classifications prevail and exist with customers who have used a gamified platform. It maybe that attitude towards a branded gamified platform is a better predicator of loyalty than buyer behaviour? The limitations in explaining and predicting customer loyalty through engagement is widely acknowledged in the literature (Sureschandar et.al 2002, Uncles, D et al, 2002 and Taylor and Baker, 1994). The engagement concept had been viewed as a promising variable in enhanced predictive power of customer loyalty (Bowden, 2009). This would highlight the importance of customer engagement in gamified applications but one would considers if the consumer is engaged with the game or the brand. Are the two mutually exclusive or does gamification marry the two? Molen and Wilson (2010) scrutinise how engagement differs to ‘involvement’ and suggest 25 that a consumers’ brand engagement in specific online contexts extends past involvement, as it encompasses an interactive relationship with the engagement object (gamified platform) and instrumental value is obtained from brand interactions. 26 2.6 Conclusions to the Literature Review Flaws, inconsistencies and contradictions exist in the papers reviewed including; the labels, time-spans and the long term sustainability attributed to the concept of gamification; the benefits and usage in a marketing context and proposed solutions for engaging with customers is extensively varied. Substantial evidence exists that organisations (typically mature, strong branded affiliation organisations) are embracing gamification and factors other than sales and revenue should also be considered in profiling the reasons for having a gamified platform. We have seen that the concept of involvement and flow (Csikszentmihalyi, 1990) is complex within a gamified platform as research into flow and gamified platforms is sparse. Hoffman and Novak (2009) recommend that with the wide disparities on flow measurement existing, multiple measures of flow should be adopted and the concept of flow with reference to gamified platforms gives the emergence of the rise of brand ambassadors and the power and influence they yield has yet to be substantiated. An interesting concept is a notion, for example, that a member of the Starbucks gamified community could leverage the brand to expand, join and collaborate with other brands. Customer engagement as a concept derived from Relationship Marketing requires further empirical research of what constitutes engagement in an online community (through gamification) is needed to add further clarity to the concept of what the consumer is engaged to and with (the gamified object, or the brand) and the reasons and motivations of engagement through gamification. Traditionally marketing models suggested engaged customers lead to customer loyalty and the literature reviewed the concept of the Loyalty Ladder (Christopher et.al, 1991) and the review explored the adaption of the loyalty ladder for online communities. 27 4.5 How it relates to the Literature Review Many of the proponents supporting the view that gamification leads to greater amount of customer involvement, engagement and loyalty argue the game design and mechanics create this (Zichermann, 2013; Yukaichou, 2011-13 and McGonigal, 2010). In contrast to much of their research, the game elements with experienced and even casual gamers indicate from the research indicates that the game design on gamified platforms is restricted and prescribed and as a result customer involvements with the gamified platform (the brand?) soon wanes and engagement and involvement is limited to situational analysis. The results on flow aligned to the research by Novak, Hoffman, and Yung (2000). They noted skill and importance increased with experience and having immersed oneself in the Domino’s Pizza Hero platform this became apparent but engagement radically dropped after the trophies and awards were achieved and more spontaneous feedback with an online community (sharing) could encourage engagement and involvement as suggested by P2 in the interview of engagement and sharing trophies on the Sony PlayStation network. In relation to what constitutes engagement, further research is required. The netnographic accumulative research suggests that engagement with a gamified platform is partially derived from brand loyalty. Increasingly there are many competing applications to engage with. To spend the time to download and ‘play’ a particular organisations game platform suggests a form of brand loyalty and online recommendations is the social media community. Tuten and Solomon (2013) believed engagement with social media is driven through participation and relationships with brands and the positive netnography cultural sentiment from the Domino’s Pizza Hero suggests the ‘play’, ‘rewards’ and ‘novelty’ aspect drives sentiment and positive feelings, and as such players share this utility of happiness with an online community and positive brand endorsement results. However, having observed the Starbucks online community, the platform performs less favourably and customer engagement is perceived as negative. The online community are compelled to share this negative engagement (possibly because they are so brand loyal enraged by the game platform?). Further research is required from this exploratory study to investigate if negative online comments and response act as a 28 catalyst to try the gamified platform and analyse if and how developers of gamified platforms ensure it reciprocates the brand values of the host organisation. The concept of loyalty to the gamified platform and loyalty to the brand remains of significant interest. Gamification has the ability to maintain a customer relationship with the brand, positively or negative (Morgan and Hunt, 1994), however consideration should be given to the types of loyal customers who choose to engage with the platform. How influential are ‘content kings’ or ‘brand advocates’ (Riegner, 2007) and does their loyalty transcend the brand and the gamified platform? 29 CHAPTER 5: CONCLUSIONS 5.1 Introduction This exploratory study set out to answer the question; “Gamification as a marketing tool? Exploratory study of gamification mechanics and if customer involvement, engagement and loyalty can result?’ This involved the deconstruction of gamification as a process in an attempt to gain a better understanding of the marketing and human intrinsic forces involved. It involved gaining the views of a number of members of different online communities, immersing myself in two different gamified platforms and completing an autonetnographic account was a first. Analysis of two interviews with Starbucks My Reward customers was considered and these views reflect, that successful gamification involves a careful plan of game mechanics for differentiated players and determinants of their brand loyalty is important 30 5.2 Summary of Major Findings The emergence of gamification, especially its application in marketing and through the literature review evidences that it is a relatively emergent topics surrounded in unmeasured marketing rhetoric. Insufficient empirical research of the benefits from a marketing perspective and gamification exists. What has emerged is a need to accurately measure the resulting customer involvement, engagement and loyalty that is derived specifically towards the brand as a result of the gamified platform. Too many instances of gamified platforms, including Starbucks My Rewards and Domino’s Pizza Hero have borrowed specific elements from existing and successful video games, but from a customer engagement perspective requires greater differentiation of the game design depending on previous game experience and differentiating the game platform dependent on the level of loyalty the customer has with brand. Referring to Christopher et al (1991) loyalty ladder, game design and rewarding mechanics and challenges could be built around this model to induce further engagement and involvement. The link between a gamified platform’s ability to increase engagement, loyalty and revenue with customers requires further research and the link is not clear. One can conclude from this exploratory study that the Starbucks My Rewards is a mechanism that has been ‘gamed’ and designed to serve the more loyal customers. Dick and Basu (1994) and Boye and Johnson (2002) refer to as ‘true loyals’. The gamified platform serves the most loyal of customers to that particular brand and the rewards are more leveraged at the most behavioural loyal customers. Differentiation and modelling of gamified platforms based on different forms of customer loyalty needs to be considered in the design of gamification mechanics. 31 REFERENCES Anderson, S. (2011). Seduction – Interactive Design. New Riders Publishing, Berkeley. Anderson, A. (2011). Forbes – Starbucks wakes up and smells the coffee – and buzzes back up the leader board. (www.forbes.com/sites/allenadamson/2011/06/07/starbucks). Accessed 7th August 2013. A Brief History of Gamification (www.zefcan.com/2013/01/a-brief-history-ofgamification) Accessed 5th August 2013 Arora, R. (1982). Validation of an SOR Model for Situation, Enduring and Response Components of Involvement. Journal of Marketing Research, Volume 19, pages 505 - 516 Aungst, S. and Wilson, T. (2005). A Primer for Navigating the Shoals of Applying Wireless Technology to Marketing Problems. Journal of Business and Industrial Marketing. Emerald Group Publishing. BadgerVille Website – www.badgerville.com (Accessed 1st August 2013) Beaven, Z. and Laws, C. (2007). Never Let Me Down Again – A Netnographic Exploration of the US Leg of the Depeche Mode 2005 – 2006 World Tour. Routledge Publishing Burke, B. (2013). The Gamification of Business. Gartner Inc. (www.gartner.com/technology/research/gamification). Accessed 4th August 2013 Boone, L. (2011). Contemporary Marketing, 16th Edition. Cengage Learning, pp.341343 Bogost, I. (2007). Persuasive Games: The Expressive Power of Videogames. 2007. Bogost, I. (2011, August 8). Gamification is bullshit: My position statement at the Wharton symposium [Web log post]. Retrieved from http://bogo.st/wm (Accessed 1st August 2013) 32 Boncher, A., and Ellis, C. (1998). In: A.N Markham (ed.) Life Online – Researching Real Experience in Virtual Space, pages 7 – 8. Altamira Press, Creek, CA. Bove, L. and Johnson, L., 2002. Predicting personal loyalty to a service worker. Australasian Marketing, Journal 10 (1), 24-35. Bowden, J. (2009). The Process of Customer Engagement: A conceptual framework. Journal of Marketing Theory and Practice, Volume 17, pages 63 – 74 Brodie, R., Ilic, A., Juric., B and Hollebeek, L. (2011). Consumer Engagement in a Virtual Brand Community. Journal of Business Research, Elsevier, pages 1 -10 Bryman, A., and Bell, E., (2003) Business Research Methods, Oxford. Oxford University Press. Carse, J. P. (1987). Finite and infinite games: A vision of life as play and possibility. New York, NY: Ballantine. Carlson, John. R. and Zmud, Robert. W., (1999) Channel expansion theory and the experiential nature of media richness perceptions. Academy of Management Journal, 42.2, 153 – 170 Charmaz, K. (2006). Constructing Ground Theory – A Practical Guide Through Qualitative Analysis. Sage Publishing: London Choi, D., Kim, H. and Kim, J. (2000). “A Cognitive and Emotional Strategy for Computer Game Design”. Journal of MIS Research, 10, 165–87. Chou, T. and Ting, C. (2003), “The Role of Flow Experience in Cyber-Game Addiction”. Cyber Psychology & Behaviour, 6 (6), 663–75 Chou, Y. K. (2013) What is Gamification? www.yukaichou/gamificationexamples/what-is-gamification (Accessed 4th August 2013). Chevalier, M. and Mayzilin, D. (2006). The Effect of the Word of Mouth on Sales. Journal of Marketing Research. Volume 43, pages 345 - 354 Cisco Communities, Wi-Fi Access www.communities.cisco.com (accessed 29th August 2013). 33 Costabile, M. (2000). A Dynamic Model of Customer Loyalty. 16th Annual IMP Conference www.impgroup.com (accessed 20th September 2013) Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. Harper Perennial New York, USA. Csikszentmihalyi, M. and Csikszentmihalyi, I. (1988). "Introduction to Part IV" in Optimal Experience: Psychological Studies of Flow in Consciousness, Mihaly Csikszentmihalyi and Isabella Selega Csikszentmihalyi, eds., Cambridge, Cambridge University Press. Csikszentmihalyi, M. and Judith L. (1989). "Optimal Experience in Work and Leisure". Journal of Personality and Social Psychology,56 (5), 815-822. Danet, B. (2001). Cyberpl@y: Communicating Online. Berg, Oxford Davidson, H. (2002). Even more Offensive Marketing, 2nd Edition, Penguin Publishing. London De Valck, K. Bruggen, G. and Wierenga. B. (2009). Virtual Communities – A Marketing Perspective. Decision Support Systems, Volume 47, pages 185 – 203. Deterding, S. (2011). Gamification Research Network, www.gamificationresearch.org (Accessed 30th July, 2013). Dixon, D., Khaled, R., and Deterding, S. (2010). From Game Design Elements to Gamefulness: Defining Gamification Ellis, C. (2004). The Ethnographic I – A Methodological Novel about Autoethnography. Sage Publishing, New York. Elliott, R., and Jankel, N. (2003). Using Ethnography in Strategic Consumer Research, Qualitative Market Research. Volume 6, Number 4, pages 215 – 223 Flick, U. (2011). An Introduction to Qualitative Research, 4th Edition, Sage Publishing, London Frankfurt, H. (2005). On Bullshit. Principle Community Press 34 Gartner Hype Cycles (www.gartner.com/hypecycles/2012) (Accessed 30th July 2013). Gamification Co Website (www.gamification.co/). Accessed 10th July 2013 Gamification Wiki Website (www.gamification.org). Accessed 10th July 2013 Gibb, G. (2010). Grounded Theory – Core Elements. Available at www.youtube.com/watch?v4SZDTpb (Accessed 1st August 2013). Gladwell, M. (2000). The Tipping Point, Abacus Publishing, London. Glaser, B. and Strauss, L. (1967). The Discovery of Grounded Theory, Chicago: Urwin Hyman Goffman, E. (1959). The Presentation of Self in Everyday Life. Doubleday, Anchor, New York. Greene, J. (2008). The Social Network is Up and Running, Business Week, November 17th, 2008 Grobel, W. (2013) Webinar presentation – Gamification; Future of Marketing? Chartered Institute of Marketing (www.cim.co.uk). Watched live 30th July 2013 Haggerty, K. D. (2004). Ethics Creep: Governing Social Sciences Research in the Name of Ethics. Qualitative Sociology, Volume 27, pages 391 - 414 Harridge-March, S., and Quinton, S. (2009). Virtual Snakes and Ladders: Social Networks and the Relationship Marketing Loyalty Ladder. The Marketing Review, Volume 9, Number 2, pages 176 - 180. Hamari, J., and V. Lehdonvirta. Game Design as Marketing: How Game Mechanics Create Demand for Virtual Goods. International Journal of Business Science & Applied Management 5.1 (2010): 14-29. Hamari, J., & Koivisto, J. (2013). Social motivations to use gamification: an empirical study of gamifying exercise. In Proceedings of the 21st European Conference on Information Systems, Utrecht, Netherlands, June 5–8, 2013. 35 Hamari, J., and Rvinen, A. (2011). Building Customer Relationship through Game Mechanics in Social Games. In M. Cruz-Cunha, V. Carvalho & P. Tavares (Eds.), Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments. Hershey, PA: IGI Global. Hollebeek, L. (2011). Demystifying Customer Brand Engagement: Exploring the Loyalty Nexus. Journal of Marketing Management, Volume 27, No 7 – 8, pages 785 – 807. Hoffman, D.L., and Novak, T. (2006). A New Marketing Paradigm for Electronic Commerce, The Information Society, An International Journal, Volume 13, Issue 1, 1997. Hoffman, D.L., and Novak, T. (2009). Flow Online: Lessons Learned and Future Prospects, Journal of Interactive Marketing, Volume 23 Hoffman, Donna L., and Thomas P. Novak (1996), “Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations,” Journal of Marketing, 60 (July), 50–68. Houston, M., and Rothschild, M. (1977). A Paradigm for Research on Consumer Involvement. University of Wisconsin Hsu, C., and Lu, H. (2003). “Why Do People Play On-Line Games? An Extended TAM with Social Influences and Flow Experience”. Information and Management, 41, 853–68. Huotari, K., and Hamari, J. (2012). Defining Gamification – A Service Marketing Perspective, 16th International Academic Mind Trek, Tampere, Finland. Jacoby, J., and Chestnut, R. (1978). Brand Loyalty. Measurement and Management, New York, Whiley. Jiang, Z. and Benbasa, I. (2005), “Virtual Product Experience: Effects of Visual and Functional Control of Products on Perceived Diagnosticity and Flow in Electronic Shopping”. Journal of Management Information Systems, 21 (3), 111–47 Jupp, V. (2006). Sage Dictionary of Social Research Methods, Sage Publishing: London 36 Kim, A. J. Putting the Fun in Functional - applying game mechanics to functional software. http://www.slideshare.net/amyjokim/putting-the-fun-infunctiona?type=powerpoint, 2008 (Accessed 1st August 2013). King, A. (1996). Researching Internet Communities, Information Society, Volume 12, pages 119 - 127 Korzaan, M. (2003). “Going With the Flow: Predicting Online Purchase Intentions”. Journal of Computer Information Systems, 43 (4) (Summer), 25–31. Koufaris, M. (2002). “Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior”. Information Systems Research, 13 (June), 205–23. Kozinets, R. (2013). Doing Ethnographic Research Online. Sage Publishing, New York. Kozinets, R. (2010). Netnography: Doing Ethnographic Research Online. Sage Publishing, New York Kozinets, R. (2002). The Field Behind the Screen: Using Netnography for Marketing Research in Online Communities. Journal of Marketing Research, Volume XXXIX, pages 61 – 72 Kozinets, R. (1998). On Netnography. Initial Reflections on Consumer Investigations of Cyber culture. Association for Consumer Research, Provo, Volume 25, pages 366 – 371 Kozinets, R. (1999). E-tribalized Marketing? The Strategic Implications of Virtual Communities of Consumption. European Management Journal 1999. Volume 17, pages 252 – 264 Krugman, H. (1967). The Measurement of Advertising Involvement. Public Opinion Quarterly, Volume 29, pages 583 - 596 Langer, R., and Beckman, S. (2005). Priceless – Turning Ordinary Products into Extraordinary Experiences. Harvard Business School Press, Boston. Langridge, D., and Hagger-Johnson, G. (2009). Introduction to Research Methods and Data Analysis in Psychology, 2nd Edition. Pearson: Harlow 37 Lauckner, J., and Baldwin, D. (2011). To Game or Not to Game: The Effects of Gamifying our Website. (www.john-lauckner.com) Accessed 2nd August 2013. Maggetti, M., Gilardi, F. and Radaelli, C. (2013). Designing Research in the Social Sciences. Sage Publishing, London. Markova, Y. (2013). The Applicability of the Concept of Gamification within Business Organisations, MA, Sofia. From www.gamification_consulting.com (Accessed 4th August 2013) Marczewski, A. (2002). Gamification Technology – A simple introduction. Markham, A. (1998). Life Online: Researching Real Experiences in Virtual Space. Altamira Press, Walnut Creek, CA. Mashable.com Website (www.mashable.com) Accessed 10th July 2013 Mathwick, C. and Rigdon, E. (2004), “Play, Flow, and the Online Search Experience,” Journal of Consumer Research, 31 (September), 324–32. McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and how they can Change the World. Penguin Publishing, London. McGonigal, J (2010). TED Talk – Reality is Broken: Why Games Can Make a Better World. (March 2010) (www.tedtalks.com) Accessed 1st August 2013 Mertens, D. (2005). Research and Evaluation in Education and Psychology – Integrating Diversity with Quantitative, Qualitative, and Mixed Methods. 2nd Edition. Sage Publishing, London. Michaelidou, N. and Dibb, S. (2008). Consumer Involvement, a New Perspective. Open University Research Online (www.open.ac.uk/22442/2). Accessed 30th August 2013 Mills, M. (2012). Customer Engagement A New Paradigm. Experian White Paper, Experian Marketing Services. Mitchell, A. (1979). Involvement: A Potentially Important Mediator of Consumer Behaviour. Association of Consumer Research, volume 6, pages 191 - 196 38 Mitchell, A. (2006). Climbing Up the Rungs of the Loyalty Ladder – Why Bother? Marketing Week, 23rd November, 2006. Mollen, A., and Wilson, H. (2010). Engagement, Telepresence and Interactivity in Online Consumer Experience. Journal of Marketing Research, Volume 63, pages 919 – 925 Morgan, R., and Hunt, S. (1994). The Commitment-Trust Theory of Relationship Marketing. Journal of Marketing, July 20 – 38. Nike Plus Website (www.nikeplus.com) Accessed 10th July 2013 Nintendo Website (www.nintendo.com) Accessed 14th July 2013 Oliver, R. (1997). Satisfaction. A Behavioural Perspective on the Consumer. New York, McGraw Hill. Oliver, R. (1999). Whence Customer Loyalty? Journal of Marketing, Special Issue, pages 33 – 44. O’ Reilly, K. (2004). Key Concepts in Ethnography. Sage Publisuly 2013hing, London. Patterson, P. Yu, T and Ruyter, K. (2006). Understanding Customer Engagement in Services. ANZMAC 2006 Conference Paper, Brisbane. Payne, A. (1993). Relationship Marketing – The Six Markets Framework, Cranfield University. Payne, A, Ballantyne, D and Christopher, M. (2005). Stakeholder Approach to Relationship Marketing Strategy. The Use of the Six Markets Model. European Journal of Marketing, Volume 39, Issue 7, pages 855 – 871 Pine, J. and Gilmore, J. (1998). The Experience Economy. Harvard Business School Press, Boston. Porter, C, Donthu, N, MacElroy, W and Wydra, D. (2011). How to Foster and Sustain Engagement in Virtual Communities. California Management Review, Volume 53, No. 4, pages 80 – 110 39 Richins, M,. and Bloch, P. (1991). Post Purchase Satisfaction. Incorporating the Effects of Involvement and Time. Journal of Business Research. Issue 23, pages 145 - 158 Riegner, C. (2007). Word of Mouth on the Web. The Impact of Web 2.0 on Consumer Purchase Decisions. Journal of Advertising Research. December, 436 447 Rogowsky, M. (2012). ‘Starbucks Rewards Changes to Test Loyalty of the Few’, Published in Forbes, 12th October, 2012 (www.forbes.com/sites/markrogowsky/20122/10/12) Accessed 1st August 2013 Sack, W. (2002). What Does a Very Large Scale Conversation Look like? Artificial Dialectics of Large Volumes of E-mail. Leonardo, Volume 35, Issue 4: 417 - 426 Saunders, M., Lewis, P., and Thornhill, A. (2009). Research Methods for Business Students. 5th Edition. Pearson Education. Harlow Schell’s, J. (2010). TED Talk – DICE Presentation – When Games Invade Real Life (April 2010) (www.tedtalks.com) Accessed 1st August 2013 Schau, H,. and Gilly, M. (2003). We Are What We Post. Journal of Consumer Research. Volume 30, Issue 4, pages 385 – 404. Senecal, S., Gharbi, J., and Nantel, J. (2002). “The Influence of Flow on Hedonic and Utilitarian Shopping Values”. Advances in Consumer Behavior, 29, 483–4. Stenros, J,. and Sotamaa, O. (2009). Commoditization of Helping Players Play: Rise of the Service Paradigm. In Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory. Starbucks Corporate Website: (www.starbucks/corporate/2013) Accessed 11th July 2013 Starbucks My Rewards Website: (www.starbucks.co.uk/rewards) Accessed 11th July 2013 StarbucksMelody Website (www.starbucksmelody.com/about) Accessed 10th July 2013 40 Sherry, J. (1991). Postmodern Alternatives, The Interpretive Turn in Consumer Research. Prentice Hall. Strauss, A., and Corbin, J. (1998). Basics of Qualitative Research. Sage Publishing: London Terrill, B. (2008). Bret on Social Games. (www.bretterrill.com/2008/06/mycoverageoflobbyofsocialgaming) Accessed 4th August Tuten, T,. and Solomon, R. (2013). Social Media Marketing. Pearson Publishing, London. Tuunanen, J., and Hamari, J. (2012). Meta-synthesis of Player Typologies. Proceedings of Nordic Digra 2012 Conference: Games in Culture and Society, Tampere, Finland, June 6-8, 2012. The Coolest Coffee Shops, Mintel Report 2012. Published in The Huffington Post, Huffington Post (03/07/13). www.huffingtonpost.com/2013/starbucks-brandloyalty (accessed 30th August 2013). Verhoef, P., Reinartz, W., and Kraft, M. (2010). Customer Engagement as a New Perspective in Customer Management. Journal of Service Research. Volume 13, pages 247 – 252. Ward, K. (1999). The Cyber-Ethnographic Reconstruction of Two Feminist Online Communities. Sociological Research Online, 1999, Volume 4, Issue 1. www.socresonline.org.uk/socresonline/4/1/ward.html (accessed 2nd October, 2013). Werbach, K., and Hunter, D. (2012). For the Win – How Game Thinking could Revolutionise your Business. Wharton Digital Press, Philadelphia. Zaichkowsky, J. (1985). Measuring the Involvement Construct. Journal of Consumer Research. Volume 12, pages 341 - 352 Zicherman, G,. and Linder, J. (2010). Game Based Marketing: Inspire Customer Loyalty through Rewards, Challenge and Contest. Wiley, Hoboken Publishing, New York. 41 Zicherman, G., and Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Applications. O’Reilly Media Inc. Publishing. Zichermann, G., and Linder, J. (2013). The Gamification Revolution. McGraw-Hill Publishing, New York. Zichermann, G, (2013). Rise of Gamification, Huffington Post, August 1st (www.huffingtonpost.com) Accessed 5th July 2013 42
© Copyright 2026 Paperzz