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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Touch or shake? The interaction effect between hand gesture and reward setting on the enjoyment of gamified marketing</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Han Gong Nanjing University</institution>
          ,
          <country country="CN">China</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Min Jin Nanjing University</institution>
          ,
          <country country="CN">China</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Quansheng Wang Nanjing University</institution>
          ,
          <country country="CN">China</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Wanyu Xi Nanjing University</institution>
          ,
          <country country="CN">China</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2018</year>
      </pub-date>
      <fpage>21</fpage>
      <lpage>23</lpage>
      <abstract>
        <p>Gamification has recently become a popular tool in supporting company's marketing activities The effectiveness of gamification in the context of marketing promotion is largely due to the nature of games: highly interactive process, uncertain outcome, and overall enjoyable experience which is constituted by the former two. In this paper, we focus on mobile hand gestures which is a new interaction modality in mobile gamification, aiming to provide some initial insight to our understanding how the interaction between hand gestures-based process and reward outcome setting influences consumer experience of enjoyment. A mobile-based online experiment was conducted and provides evidence to bolster our prediction. That is when reward outcome is set as uncertain (vs. certain), game process with motion gestures like shaking (vs. surface gestures) will increase consumer enjoyment in gamified marketing, such interaction effect is mediated by perceived control. Findings of this research will provide implications for both marketing practitioners and mobile game designers.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Gamification, defined as the use of game design elements in non-game contexts, has recently
become a popular tool in supporting company’s marketing activities
        <xref ref-type="bibr" rid="ref4 ref6">(Deterding et al. 2011; Huotari
and Hamari 2012)</xref>
        . The effectiveness of gamification in the context of marketing promotion is
largely due to the nature of games: highly interactive process, uncertain outcome, and enjoyable
overall experience which is constituted by the former two (McGonigal 2011). To be specific,
traditional marketing promotion often distribute reward straightforward without the interaction
process, and the reward magnitude is fixed and known to target consumers. Differently, gamified
marketing promotion usually requires an interactive process of completing tasks before distribute
reward. Besides, final outcome of reward is often set as uncertain with probabilistic magnitude
(Shen, Fishbach, and Hsee 2015). For example, “complete the task and you will win a mysterious
gifts!” or “do your best to win the biggest prize ”. A burgeoning number of brands or companies
have started to consider creating better consumer experience through gamification designing
        <xref ref-type="bibr" rid="ref3">(Lucassen and Jansen 2014)</xref>
        . However, as the most basic and vital components in games, how
should the process design of interaction modality be aligned with the outcome design of reward?
In this research, we focus on a newly developed modalities of interaction in mobile gamification –
hand gesture-based interaction. Such as surface gestures that are based on touching-sensor
technology (e.g. touching, scrolling, and swiping), and motion gestures that are based on
motionsensor technology (e.g. shaking, tilting, and rotating) (Ruiz, Li, and Lank 2011; Wobbrock, Morris,
and Wilson 2009). Examples are pervasive in gamified marketing practices. In the mobile
application for Domino’s Pizza, consumers can activate a pizza slot machine game by shaking the
phone, and the game will randomly choose one topping for consumers (Forbes 2012). Rarely used
in traditional marketing channels (e.g. TV, desktop, digital signage), these mobile interactive
gestures have brought a unique process experience. Despite much work on hand gestures, still little
is known about the role of such new element in game process and its relationship with reward
outcome in gamified marketing.
      </p>
      <p>Therefore, the current paper aims to provide some initial insight to our understanding how the
interaction between hand gestures-based process and reward outcome setting influences consumer
experience of enjoyment. The findings of this research will provide implications for both marketing
practitioners and mobile game designers on gamified marketing design, especially the integration
of hand gestures into gamification design.
2.</p>
    </sec>
    <sec id="sec-2">
      <title>Literature Review</title>
      <sec id="sec-2-1">
        <title>2.1. Hand Gestures and Bodily Involvement</title>
        <p>
          Different from traditional input with keyboard or mouse, mobile platforms enable various new
modalities via sophisticated sensor technologies (Wobbrock et al. 2009). Gesture-based
interactions have been widely integrated into mobile games (Sirlantzis, Mentzelopoulos, and
Protopsaltis 2015). One input modality involves surface gestures, such as clicking, dragging, and
moving objects on the screen of a mobile device, which allows users to interact directly with the
object on a touch-sensing screen in 2D space (Wobbrock et al. 2009). Another input modality
involves a set of motion sensors (e.g. accelerometers, gyroscopes, orientation sensors), where users
can engage in motion gestures in 3D environment, like shaking, tilting, or rotating a mobile phone
          <xref ref-type="bibr" rid="ref4">(Daiber, Li, and Krüger 2012; Ruiz et al. 2011)</xref>
          . Except for the distinction of input technology, we
further propose that surface and motion gestures are different at physical characteristics.
As suggested by Ruiz et al. (2011), one aspect to explore characteristics of hand gestures is from
their physical perspective. Physical characteristics may be understood from the level of kinematic
impulse (e.g. low, moderate or high), number of motor axis (e.g. motion occurs around a
singleaxis, tri-axis etc.), level of complexity (e.g. simple or compound). In a similar vein, Rempel,
Camilleri, and Lee (2014) distinguish hand posture features of gestures based on two interaction
interfaces. We therefore posit that the level of body involvement differs between surface and
motion gestures. On the touch-sensing interface, surface gestures require moving of fingertips, it
is precisely manipulated through fingers with mainly thumb, index and sometimes middle fingers,
such as pinching, flicking and swiping (Tucker and Ellis 1998). While gestures in 3D-space
decouple the hand from a touch-sensing interface, motion gestures such as shaking, tilting and
rotating mobile devices, are performed with a little movement of fingers but large palm contact
area and more body involvement, including fingers, hands, waist, and even arms.
In a sense, motion gestures usually require more physical involvement and requires more effort
than surface gestures. Some research argue that users will prefer interaction process with less effort,
however, we propose an opposite game scenario which involves reward outcome setting of
uncertainty
          <xref ref-type="bibr" rid="ref3">(Cutright and Samper 2014)</xref>
          .
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Reward Uncertainty and Perceived Control</title>
        <p>Reward outcome setting, as part of the basic game design, plays a vital role in influencing
consumer’s motivation and valuation of the marketing promotion games. According to Shen et al.
(2015), the setting of reward certainty denotes rewards with a fixed and known magnitude, (e.g., a
100% chance of getting X), while reward uncertainty includes situations in which at least two
potential reward magnitudes are available no matter whether or not the winning probability is
known (i.e., a 50% chance of getting X and a 50% chance of getting Y, both X and Y are positive
gains). Similarly, Lee and Qiu (2009) have differentiated two reward settings based on whether or
not prizes are clearly notified to the game participants. In the certain reward setting, there is only
one certain reward, whereas uncertain reward settings provides several potential rewards and
participants are unclear about what they are going to get. Based on these definitions, in the current
paper reward certainty is defined as 100% chance of getting one certain reward after finish the task,
and uncertainty is defined as situations in which more than one potential reward is available no
matter the probability of wining the reward is known or not, game participants are uncertain about
which exact reward they would get before they finish the game tasks.</p>
        <p>
          Earlier research suggests that when facing uncertainty people tend to feel deprived of personal
control. More recent work has pointed out that people have a natural tendency to restore perceived
control
          <xref ref-type="bibr" rid="ref3">(Cutright and Samper 2014)</xref>
          . That is, feelings of control deprivation will lead people to
strive for control restoration. The desire of regaining control is analogous to motivation, which is
to reduce the discrepancy between the current and expected state when one feels lack of control in
the process of goal pursuit
          <xref ref-type="bibr" rid="ref1">(Carver and Scheier 2001)</xref>
          . Similar work on the relationship between
uncertainty and motivation also suggests that when people purse a reward with uncertain magnitude,
an increase in motivation will result in illusions of control, leading to a belief that good results are
for hard working people (Langer 1975).
        </p>
        <p>
          One way to solve the discrepancy and restore feelings of control is to exert effort
          <xref ref-type="bibr" rid="ref3">(Cutright and
Samper 2014)</xref>
          . Effort is regarded as the primary means to get sense of control. Prior research has
shown that the more effort people devote, the more they suggestively believe that they can control
the outcomes with the help of the effort, and the greater sense of efficacy people experience
          <xref ref-type="bibr" rid="ref1">(Carver
and Scheier 2001; Higgins 2012; Lee and Qiu 2009; Schunk 1983)</xref>
          . In the marketing literature,
evidence has been accumulated that when people feel low in personal control, they tend to prefer
high-effort products in order to get self-empowering and re-establish their senses of control
          <xref ref-type="bibr" rid="ref3">(Cutright and Samper 2014)</xref>
          . To sum up, there is a psychological need to acquire senses of control
when facing the uncertain reward setting and exerting more effort is one way to satisfy such need.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Conceptual Framework</title>
      <p>
        As analyzed earlier, motion gestures usually require more physical involvement compared to
surface gestures, given that it elicits movement of hand, waist and even arm. The more is body
involved, the more bodily effort is invested. In the context of our paper, when the reward setting is
uncertain, it requires high effort to reduce the feeling of uncertain, and thus reestablish the
perceived personal control. Hence, the high bodily-involved nature of motion gestures renders
certain congruency between reward uncertainty and motion gesture. Indeed, much work in the
literature mentions player’s sense of control in games, which is one of key factors that influence
gaming experience (Komulainen et al. 2008; Korhonen, Montola, and Arrasvuori 2009; Sánchez
et al. 2012). One widely recognized model of flow proposes that perceived control will influence
enjoyment, especially in the context of games, where players’ control originates from game
interface and input devices
        <xref ref-type="bibr" rid="ref2">(Csikszentmihalyi 1990; Sweetser and Wyeth 2005)</xref>
        . The ability to
exercise certain sense of control over actions during games will further induce some sense of
enjoyment. Therefore, we hypothesize as below:
H1: When reward is set as uncertain (vs. certain), using motion gestures like shaking (vs. surface
gestures) will increase game enjoyment.
      </p>
      <p>H2: The interaction effect between hand gesture and reward setting is mediated by perceived
personal control.</p>
    </sec>
    <sec id="sec-4">
      <title>Experiment</title>
      <p>The purpose of this experiment was to examine H1 and H2. In this research, we selected commonly
used gestures of touch and shake, which belongs surface gesture and motion gesture respectively.
We designed a lucky wheel game, in which participants either touch a button on the wheel or shake
the smartphone to reveal the final reward. We manipulated reward uncertainty by varying the
number of potential rewards. To be specific, reward certainty condition offered one fixed reward,
whereas reward uncertainty condition offered two potential rewards. In this experiment, we also
recorded the duration of gesture interaction as an index of effort investment.
4.1.</p>
      <sec id="sec-4-1">
        <title>Method</title>
        <p>One hundred and thirteen university students were recruited online as previous experiments. We
used a 2 (reward certain vs. uncertain) ×2 (touch vs. shake) between-subjects design. Participants
were told that they were going to play a lucky wheel game to win a reward coupon. Depending on
the gesture condition, participants were instructed to either touch a button or shake the smartphone
to start and end the coupon game. Half of the participants were assigned to the reward certain
condition, where they were told that they have a 100% chance of getting a mysterious reward. The
remaining half of participants were assigned to the reward uncertain condition, where they were
told that they will have a 100% chance of getting a mysterious reward, but uncertain which one of
the two potential rewards. The two rewards are of equal value. We had all the participant win the
Coke. Finally, participants filled a questionnaire assessing perceived control and game enjoyment
by a 9-point scales. As a behavioral measure of effort, we also recorded the interaction time of each
participant, which started from the first gesture input to the last gesture (i.e., the time since when
there was no more input within 3 seconds).</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Results</title>
        <p>Game enjoyment. We firstly completed a 2 ×2 ANOVA on game enjoyment. Results showed no
significant main effects of either hand gesture or reward uncertainty (Fs &lt; 1). However, the
interaction between gesture and reward uncertainty was reliable(p = .023). When the final reward
was uncertain, participants who used motion gesture evaluated the coupon game as more enjoyable
than those who used surface gesture (Mmotion = 4.33, Msurface = 3.01; F(1, 113) = 5.22, p = .024).
However, there is no difference between two gestures in terms of game enjoyment when the reward
was certain (F(1,113) =1.00, p =.319). The result shows that H1 is supported.</p>
        <p>Perceived control. Similarly, another 2 ×2 ANOVA was conducted on perceived control. Neither
the main effect exists. But there was a significant interaction of the two variables on perceived
personal control (F(1,109) = 7.11, p = .009). To be specific, when the reward was uncertain, motion
gesture lead to higher levels of perceived personal control as compared with surface gesture
(Mmotion = 5.03, Msurface = 3.23; F(1,109) = 9.46, p = .003). Such difference between two
gestures was attenuated when the reward was certain (F &lt; 1).</p>
        <p>Moderated mediation analysis. Based on the above results, we further conducted a moderated
mediation analysis through Bootstrapping with 5000 samples. Results suggest a significant indirect
effect of the interaction between gesture and on game enjoyment (95% CI = [.52, 3.38]). In addition,
the mediating effect of perceived control was only reliable when the final reward was uncertain
(95% CI = [.54, 2.61]). In summary, H2 is supported.</p>
        <p>
          Effort investment. We recorded the interaction time as an indicator of participants’ effort
investment in the game. A 2×2 ANOVA showed a significant interaction between hand gesture
and reward uncertainty on interaction time, F(1, 109) = 4.93, p = .028. Significance between two
gestures only found in the reward uncertain condition, participants invested more effort with
motion gesture than surface gesture (Mmotion = 1384ms, Msurface = 413ms; F(1,113)=5.65,
p=.019). This indicates that the more people feel in control, the more they are willing to perform
the behavior
          <xref ref-type="bibr" rid="ref3">(Cutright and Samper 2014)</xref>
          .
        </p>
        <p>We further added a new experiment group (N=55) to explore if there is any difference on effort
investment when the probability varies under the condition of reward uncertain. We set the
probability distribution of 40%-60%. Paired comparisons of shaking gesture had done between
each two of the three conditions. Results shows in Table 1. However, paired comparisons of
touching gesture shows no significant difference between three conditions (p&gt;.5). Therefore, only
the game mechanics of whether the reward is certainty or uncertainty affects the level of effort
investment, but the probability will not matter, due to the probability neglect (Rottenstreich and
Kivetz 2006; Shen et al. 2015).
Last, we conducted a linear regression analysis of the relationship between effort investment of
shaking gesture and perceived personal control. The result shows that effort positively influence
the perception of personal control (β=.207, t=2.74, p=.007, R2adj=.037), which further explains
how the participants get the feeling of control in the mobile coupon game through the shaking
gestures.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Discussion</title>
      <p>The results has proved our hypotheses and further provided evidence to bolster the interactive effect
between hand gesture and reward uncertainty on game enjoyment. Specifically, motion
gesturebased process bring greater game enjoyment under the uncertain reward outcome. In addition,
perceived personal control was shown to mediate the relationship. Moreover, interaction time, as
a behavioral measure, more directly demonstrates the influence of gesture and reward uncertainty
on effort investment, which serves as an effective way to retain personal control. These findings
suggest that people are sensitive to the general setting of the reward, like certainty or uncertainty.
Consistently with prior work, we observe that the more effort participant devote, the more control
they seem to have (Higins 2012).</p>
      <p>Prior researches on gamification mainly focus on the traditional game design elements, such as
badges, points, leaderboards etc., and explored each element isolated. The current study extends
the research stream of gamification by exploring the role of hand gestures, which is a new emerging
but indispensable design element in mobile context, and we further explore how game design
elements aligned together. Besides, the findings of underlying psychological mechanism of
perceived control driven by motion gestures under uncertain situation deepens our understanding
of the two major types of hand gestures, which contribute to the literature of human-computer
interaction studies. This research also provide implications for both marketing practitioners and
mobile game designers. The results highlight that to enhance consumer’s game enjoyment in
gamified marketing design, hand gestures should be aligned with reward outcome setting by
considering the psychological nature of each gestures. For brands or products that provide a
randomized reward situation, shaking will work better than mere touching for it will give customer
a sense of control, and will thus increase the enjoyment in the participation. More broadly, firms
and designers may follow the psychological nature of gestures, that any gestures that designed to
be more bodily involved may increase the perception of control in the game when facing
uncertainties. Therefore, gamified marketing designs should not only be limit to the researched
gestures.</p>
      <p>The major limitations in our research is that the mobile coupon game was designed in a very simple
form to reduce the interference of irrelevant game elements in the experiment. However, this also
reduces the overall aesthetics and somewhat influences the enjoyment of the game.
Hand gesture is not a new topic in psychology nor in HCI. However, there are a relatively limited
number of psychological studies of hand gesture under HCI context. With the fast development of
mobile technology, as well as VR, more interactive gestures and wearables are integrated in the
gamification. Whether and how these newly invented gestures will affect the mobile gamification
effectiveness is worth exploring in the future.</p>
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