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Uncovering the gamified customer experience in the retail environment

Isabel Kittyma Disse (Paderborn University, Paderborn, Germany)
Marcus Olsson (Karlstad University, Karlstad, Sweden)

International Journal of Retail & Distribution Management

ISSN: 0959-0552

Article publication date: 9 June 2023

Issue publication date: 18 July 2023

642

Abstract

Purpose

Retailers increasingly are using gamification to make the customer experience (CX) more exciting and encourage favourable customer outcomes. This paper aims to conceptualise the gamified customer experience (GCX), including relevant affordances, and investigate its effects on key customer outcomes, as well as its influential factors.

Design/methodology/approach

The authors conducted a qualitative interview study with retail customers and gamification experts, plus a scenario-based experiment to test the hypotheses.

Findings

Five distinct affordances induced by game elements in retail have led to a more exciting CX. The connections between these affordances and the holistic CX have led to a GCX that influences customer engagement, satisfaction and brand attitude. This effect is dependent on different factors, e.g. retail brand personality, customers' shopping motivation and fear of manipulation.

Originality/value

This study contributes to retail research by conceptualising the GCX phenomenon and providing a summary of relevant affordances. It further provides insights into the GCX's effects on customer outcomes and influential factors, some of which have been ignored in previous research.

Keywords

Citation

Disse, I.K. and Olsson, M. (2023), "Uncovering the gamified customer experience in the retail environment", International Journal of Retail & Distribution Management, Vol. 51 No. 7, pp. 955-971. https://doi.org/10.1108/IJRDM-07-2022-0268

Publisher

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Emerald Publishing Limited

Copyright © 2023, Emerald Publishing Limited

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