4.7 Article

Information management can't be all fun and games, can it? How gamified experiences foster information exchange in multi-actor service ecosystems

Journal

Publisher

ELSEVIER SCI LTD
DOI: 10.1016/j.ijinfomgt.2021.102391

Keywords

Gamification; Experiential value; Multi-actor service ecosystem; Knowledge sharing attitude; Information exchange behavior

Ask authors/readers for more resources

This study uses structural equation modeling to assess the impact of gamified experiences in a multi-actor service ecosystem on encouraging customers' information exchange behavior. The findings suggest that gamification can successfully foster information exchange and value co-creation among diverse groups of people. Furthermore, experiential value is identified as a suitable measurement instrument for gamification.
This paper investigates whether gamified experiences in a multi-actor service ecosystem can be used to encourage customers' information exchange behavior. Furthermore, it examines the impact of customers' knowledge sharing attitude on the relationship between experiential value and customers' information exchange behavior. Structural equation modeling was used to assess these dynamic relationships and provide a scalable measurement instrument that can be applied to gamified experiences ranging from simple customer-interface interactions, all the way up to multi-actor service ecosystems. Our findings support the notion that managers can use gamification to foster information exchange and thereby value co-creation between customers and employees directly, without necessarily having to change customers attitudes first. The findings also suggest that gamification can be applied successfully in cases of large groups of people with widely varying characteristics, backgrounds, and motivations. Additionally, our research indicates that experiential value is a suitable candidate for a consistent measurement instrument for gamification. This study is the first to apply a holistic experiential value approach to a gamified experience that simultaneously accounts for customers' interactions with a multisensory physical environment, their personal interactions with employees, and their interactions with other customers.

Authors

I am an author on this paper
Click your name to claim this paper and add it to your profile.

Reviews

Primary Rating

4.7
Not enough ratings

Secondary Ratings

Novelty
-
Significance
-
Scientific rigor
-
Rate this paper

Recommended

No Data Available
No Data Available