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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Value in Use Through Service
Experience. Managing Service Quality: An International Journal</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Gamified services: How gameful experiences drive customer commitment</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Maik Hammerschmidt University of Goettingen</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Tobias Wolf University of Goettingen</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Welf H. Weiger University of Goettingen</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2018</year>
      </pub-date>
      <volume>18</volume>
      <issue>2</issue>
      <fpage>21</fpage>
      <lpage>23</lpage>
      <abstract>
        <p>Digital service providers are increasingly gamifying their services (i.e., enriching non-game services with game elements) to maintain a loyal customer base. In this research, the authors aim at examining whether gamification actually translates into user behavior that is beneficial for the firm (i.e., customer commitment). In viewing gamification as a co-creation process between service providers and users, this research provides novel insight on the impact of four generic gameful experiences (i.e., the internal and subjective user responses arising while interacting with game elements during gamified service use) on customer commitment. Findings reveal that gameful experiences can increase commitment but can also harm it. For instance, self-development represents the strongest driver, suggesting that it triggers commitment when individuals have feelings of being effective in their actions. When experiences of selfdevelopment coincide with social comparison, this commitment enhancing effect is leveraged even more. However, social comparison and expressive freedom should not be evoked at the same time as they yield a negative interplay, undermining customer commitment. Digital service providers increasingly struggle to maintain a loyal customer base. For instance, after just one week of usage, 89% of users will not return to an app (Appboy, 2016). For mobile app providers, who generate their revenues through advertising, in-app purchases or paid-premium upgrades (Liu, Au, &amp; Choi, 2014), this statistic is particularly worrisome. To offer additional value propositions and thus retaining customers, service providers rely on gamification to evoke gameful experiences (e.g., competition) through game elements (e.g., badges; Deterding et al., 2011; Huotari &amp; Hamari, 2017). Given that investments in gamification are steadily growing across various contexts such as fitness or education, we aim at examining whether it actually translates into user behavior that is beneficial for the firm (Hofacker, de Ruyter, Lurie, Manchanda, &amp; Donaldson, 2016; Markets and Markets, 2016).</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Prior gamification research focused on its motivational effect
        <xref ref-type="bibr" rid="ref15">(e.g., Kim &amp; Ahn, 2017)</xref>
        and the
resulting user performance
        <xref ref-type="bibr" rid="ref14 ref6">(e.g., Hamari, 2017)</xref>
        . Thus, it is not surprising that there is little research
providing insights on how service providers can leverage gamification to retain customers
        <xref ref-type="bibr" rid="ref8 ref9">(Hamari
&amp; Koivisto, 2015b)</xref>
        . To close this gap, we examine how gamified services – defined as non-game
services, which are augmented with game elements that facilitate gameful experiences – foster
customer commitment. We focus on commitment because it is a critical relational outcome for
service firms and prevents switching behavior (Bansal, Irving, &amp; Taylor, 2004).
In this research, we draw on service-dominant logic (S-D logic) to argue that the game elements
embedded in gamified services merely represent value propositions for users. Thus, the value of a
gamified service originates from experiences perceived while interacting with game elements
through service usage
        <xref ref-type="bibr" rid="ref2">(Chandler &amp; Lusch, 2015; Sandström, Edvardsson, Kristensson, &amp;
Magnusson, 2008; Vargo &amp; Lusch, 2004)</xref>
        . Consequently, in the context of gamified services, user
value is reflected by gameful user experiences
        <xref ref-type="bibr" rid="ref14 ref6">(e.g., Huotari &amp; Hamari, 2017; Zomerdijk &amp; Voss,
2010)</xref>
        .
      </p>
      <p>
        Unfortunately, many firms lack an understanding of creating value-creating experiences related to
gamified services
        <xref ref-type="bibr" rid="ref12">(Hofacker et al., 2016; Pettey &amp; van der Meulen, 2012)</xref>
        . Moreover, such gameful
experiences arise from various game elements to unfold their behavioral impact (e.g., feelings of
achievement due to being awarded with badges; Wolf, Weiger, &amp; Hammerschmidt, 2018).
Consequently, addressing this knowledge gap is of upmost managerial relevance. Thus, as different
gameful experiences are likely to emerge simultaneously during gamified service usage, our
conceptual model builds on prior literature to examine four constituting experiences and their
interactions (self-development, social comparison, social connectedness and expressive freedom)
and links them to customer commitment (Wolf et al., 2018).
      </p>
      <p>
        To test our framework, we build on a dataset comprising user perceptions on gameful experiences
of ten real-life gamified apps varying in their embedded game elements. This study provides
empirical evidence that gameful experiences drive customer commitment, while showing that not
all experiences drive commitment to the same extent. Furthermore, the study reveals that focal
gameful experiences can be synergistic and dissynergistic in their effect on commitment.
This research contributes to literature on service marketing as well as the emerging stream of
literature on gamification in marketing. First, as suggested by several authors, we concentrate on
gameful experiences instead of game elements and shift away from the pervasive design-oriented
understanding of gamification towards a user-centered perspective
        <xref ref-type="bibr" rid="ref14 ref6">(e.g., Huotari &amp; Hamari 2017)</xref>
        .
Second, we demonstrate that co-created gameful experiences, which emerge through users’
interactions with gamified services, can drive customer commitment. Third, by examining the
interplay of gameful experiences, we reveal synergistic and dissynergistic effects that are critical
to consider for service designers when designing services.
      </p>
    </sec>
    <sec id="sec-2">
      <title>Conceptual Framework</title>
      <sec id="sec-2-1">
        <title>2.1. Gamification</title>
        <p>
          Having its origins in computer science research, gamification has been often defined as the use of
game elements in non-game contexts
          <xref ref-type="bibr" rid="ref4">(e.g., Deterding et al., 2011)</xref>
          . This definition assumes that
user behavior can be directly steered through implementing game elements in services and
represents a design-centered perspective. Further,
          <xref ref-type="bibr" rid="ref4">Deterding et al. (2011)</xref>
          posit that user
experiences are pivotal in gamification, however they are not a constitutive element of their
gamification conceptualization. In contrast, Huotari and
          <xref ref-type="bibr" rid="ref6">Hamari (2017)</xref>
          suggest a change in
perspective and highlight the need to consider gameful experiences as true drivers of user behavior
and define gamification as a process of enhancing a service with affordances for gameful
experiences that support users’ overall value creation. Our conceptual framework centers on this
user-centric understanding of gamification.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Gameful experiences</title>
        <p>
          We draw on S-D logic to emphasize that gamification is an approach of placing the user experience
at the core of the service offering (Zomerdijk &amp; Voss, 2010). In gamified services, value results
from co-creation in terms of user interactions with a service (Vargo &amp; Lusch, 2004). Thus, by
enhancing services with game elements, firms offer a value proposition and afford users to gather
gameful experiences during service usage (Zomerdijk &amp; Voss, 2010). Further, because the value
of gamified services manifests in user experiences during consumption and interaction with game
elements (i.e., the value-in-use; Vargo &amp; Lusch, 2004), S-D logic integrates the design and user
perspectives discussed above
          <xref ref-type="bibr" rid="ref11">(Hammedi, Leclerq, &amp; Van Riel, 2017)</xref>
          .
        </p>
        <p>
          However, prior gamification literature still lacks a definition of gameful experiences
          <xref ref-type="bibr" rid="ref14 ref6">(Huotari &amp;
Hamari, 2017)</xref>
          . Thus, we draw on the concept of customer experience (e.g., Verhoef et al., 2009)
and define gameful experiences as the internal and subjective user responses arising while
interacting with game elements during gamified service use. This understanding implies that
gameful experiences may differ between users as user responses are subjective and can only be
facilitated but not provided per se. Prior gamification literature provides a plethora of different
experiences, even if not necessarily labeled as gameful experiences
          <xref ref-type="bibr" rid="ref14 ref6">(e.g., Matallaoui, Koivisto,
Hamari, &amp; Zarnekow, 2017)</xref>
          . We draw on the findings of Wolf, Weiger, and Hammerschmidt
(2018) in order to capture the comprehensive spectrum of gameful experiences emerging during
gamified service usage and focus on four experiences: self-development, social comparison, social
connectedness, and expressive freedom. Self-development refers to experiences of advancement in
one’s own capabilities. Social comparison is the experience of rivaling with others when
performing an activity. Social connectedness manifests through interacting and cooperating with
one another. Expressive freedom is experienced when acting on one’s own will and being able to
demonstrate one’s own personality. These dimensions of gameful experiences are based on
previous literature and thereby include and overlap with many prior concepts introduced to
gamification (e.g., the idea of meaningful gamification by Nicholson, 2012)
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Customer commitment</title>
        <p>
          To remain profitable, digital service providers depend heavily on customers who commit to
continued service usage (Palmatier, Dant, Grewal, &amp; Evans, 2006). Customer commitment refers
to a user’s enduring desire to continue a relationship with a service provider and to make efforts to
maintain the relationship
          <xref ref-type="bibr" rid="ref5">(DeWulf, Odekerken-Schröder, &amp; Iacobucci, 2001)</xref>
          . Commitment is
critical to the firm’s profitability, because it directly translates into repeated service usage
          <xref ref-type="bibr" rid="ref3">(Cho,
2006)</xref>
          .
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>2.4. Conceptual model</title>
        <p>
          Humans use services to gather satisfying experiences
          <xref ref-type="bibr" rid="ref13">(e.g., Holbrook, 2006)</xref>
          , which may result
from entertainment, need satisfaction or supporting personal goal achievement (e.g., Lemke, Clark,
&amp; Wilson, 2011). Gamified services are designed to evoke those pleasurable and satisfying
experiences
          <xref ref-type="bibr" rid="ref14 ref6">(Huotari &amp; Hamari, 2017)</xref>
          . Importantly, users can gather and intensify such satisfying
experiences through gamified service usage (Verhoef et al., 2009). Thus, we argue that gameful
experiences should foster customer commitment based on the assumption that customers will keep
using the service in the future to perceive them again. However, if different experiences occur at
the same time, the resulting interplay may yield synergistic or dissynergistic effects depending on
whether they boost joyful feelings or cause unpleasant feelings. Thus, in our model, we focus on
the impact of self-development, social comparison, social connectedness and expressive freedom,
and their interactions on customer commitment.
3.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Method</title>
      <p>We collected survey data on users’ gameful experiences and their intentions to commit to the
service provider. The sample contains actual users of real-life gamified apps in different service
contexts to assure high external validity. More precisely, we focus on users of ten apps, which we
selected from 50 apps in four different service contexts (education [2 apps], fitness [2], nutrition
[3], and organization [3]) based on app popularity.1 To achieve a representative sample and high
variation in gameful experiences, we ensured that the selected apps had varying numbers of game
elements (range [2,9]).</p>
      <sec id="sec-3-1">
        <title>3.1. Data collection</title>
        <p>We conducted an online survey, which we distributed across social media groups. We collected
data from 571 respondents, which resulted in an effective total of 511 usable data sets (61% female;
Mage = 28.23, SDage = 8.53). First, based on their previous personal experience and use, participants
could choose one of the ten gamified apps. However, we excluded users who had no experience
using any of these apps from the survey. Then, the respondents answered questions about their
commitment intentions, gameful experiences with the focal app, and several control variables (e.g.,
demographics and technology experiences).
3.2.</p>
      </sec>
      <sec id="sec-3-2">
        <title>Measures</title>
        <p>
          We used seven-point Likert scales (1 = “strongly disagree” and 7 = “strongly agree”) to capture all
items if not stated otherwise. To capture customer commitment, we adapted two items to measure
intentions for relationship commitment
          <xref ref-type="bibr" rid="ref3 ref5">(e.g., I am willing to remain loyal to this [App].; Cho, 2006;
DeWulf, Odekerken-Schröder, &amp; Iacobucci, 2001)</xref>
          . Further, we adopted the nine items of Wolf et
al. (2018) to capture gameful experiences. The Cronbach’s alphas confirm construct reliability for
all four dimensions of gameful experiences (α ≥ .71), except expressive freedom (α = .50). Due to
the insufficient Cronbach’s alpha value for expressive freedom we ran an explorative factor
analysis to assure discriminant validity. The results confirm the four dimensions of generic gameful
experiences2 identified by Wolf et al. (2018) and we use the resulting factor scores as measures.
To eliminate confounds, we include controls: For service-specific factors, we consider dummies
for the app contexts as behavior may vary across contexts. As user-specific factors we control for
app usage duration, premium app users (vs. free app users), technology experience, age, and gender
using single-items
          <xref ref-type="bibr" rid="ref10">(e.g., Hamari, Koivisto, &amp; Sarsa, 2014)</xref>
          .
3.3.
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>Model</title>
        <p>We estimate the following regression model to examine the impact of gameful experiences and
their interactions on customer commitment (COM):
1 We conducted a pre-study (n = 443) to identify the most popular gamified apps of 50 randomly selected apps with
more than 500,000 downloads. More information on pre-study results and selected apps contained in the sample is
available upon request.</p>
        <p>2 Results available on request.
COMi = β0 + β1DEVi + β2COPi + β3CONi + β4EXFi + β5DEVi × COPi + β6DEVi × CONi +
β7DEVi × EXFi + β8COPi × CONi + β9COPi × EXFi + β10CONi × EXFi + β11CFIi +
β12CNUi + β13CORi + β14AUDi + β15PRUi + β16TXPi + β17AGEi + β18MALi + εi
where DEVi, COPi, CONi, and EXFi are gameful experiences: self-development, social comparison,
social connectedness, and expressive freedom and CFIi, CNUi, CORi are dummy variables to
control for service contexts (fitness, nutrition, and organization, vs. education as reference group),
AUDi as app usage duration, PRUi as premium app user, TXPi as technology experience, AGEi as
age, and MALi as male participant. Finally, i refers to the error terms of subject i.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Results</title>
      <p>Table 1 contains the results from the regression model. The results show that all four generic
gameful experiences have a significant positive main effect on customer commitment (β1,2,3,4 ≥ .17,
p ≤ .01). The interaction of self-development and social comparison has a positive significant effect
on customer commitment (β5 = .13, p ≤ .05). Furthermore, the results show a significant negative
interaction effect of social comparison and expressive freedom on commitment (β9 = -.16, p ≤ .01).
All other interactions have no significant effect on commitment (|β6,7,8,10| ≤ .04, p &gt; .10).</p>
    </sec>
    <sec id="sec-5">
      <title>Discussion</title>
      <p>The results of the study are meaningful for service providers turning to gamification as a tool to
enhance business outcomes by delivering gameful experiences. First and foremost, the results
demonstrate that gameful experiences indeed foster customer commitment. Focusing on the effects
of experiences, comparing the standardized coefficients in Table 1 suggests that self-development
is the strongest driver of commitment. Thus, when individuals have the feeling of being effective
in their actions, it triggers commitment intentions. Expressive freedom represents the second
strongest effect. Thus, services that facilitate the experience of being able to freely express oneself
are effective in retaining a loyal user base. Although social comparison has the weakest main effect,
it effectively boosts the commitment-enhancing effect of self-development when both experiences
occur at the same time. This suggests that comparing own performance to others helps users to feel
even more effective in their behavior. It is critical to consider that social comparison and expressive
freedom are no silver bullets as they negatively interact with each other. Thus, this interplay
nullifies the positive main effect of social comparison. However, affording experiences of social
connectedness seems to be the more conservative option, as there is no negative interaction with
other experiences and it has a positive main effect on customer commitment. The findings also
show that user-specific factors like gender and technology experiences have an impact on
commitment. Thus, the effect of gamified services on customer commitment might vary between
customer segments.</p>
      <sec id="sec-5-1">
        <title>5.1. Research implications</title>
        <p>
          The findings are relevant for service research in general and for business research concerned with
gamification in marketing in particular. First, drawing on S-D logic, we take on an
experienceoriented perspective and suggest that gameful experiences arise from a co-creation process between
the service provider and the user
          <xref ref-type="bibr" rid="ref11 ref14 ref6">(Hammedi et al., 2017; Huotari &amp; Hamari, 2017)</xref>
          . Our findings
provide empirical evidence for the necessity of gamification researchers for taking on a more
usercentric perspective and shifting away from examining game elements and instead focusing on
gameful experiences.
        </p>
        <p>
          Second, our findings confirm the existence of four generic dimensions of gameful experiences in
the context of gamified services (Wolf et al., 2018). Thus, our research complements previous
research that has elaborated on the role of playful experiences during gamified services usage
          <xref ref-type="bibr" rid="ref8 ref9">(e.g.,
Hamari &amp; Koivisto, 2015a)</xref>
          . We show that, next to playful experiences, gameful experiences need
to be considered to account for constituting pillars of the commitment-enhancing effect of
gamification. This effect stems from striving toward goals while adhering to a structured set of
rules and competing with others instead of a form of exploratory and free form of play.
5.2.
        </p>
      </sec>
      <sec id="sec-5-2">
        <title>Managerial implications</title>
        <p>Broadly speaking, our findings justify service providers’ increasing investments in gamification to
enhance services. Gamification helps to retain customers by enhancing commitment. However, our
results also demonstrate that service gamification can have undesired consequences if it affords the
“wrong” combination of gameful experiences. We stress the point that gamification is an
experience-centered approach and we want to encourage service providers to shift their focus away
from thinking only in terms of game elements when designing gamified services. Instead, service
providers should concentrate on facilitating compelling co-created gamified experiences while
considering their interplay.</p>
      </sec>
      <sec id="sec-5-3">
        <title>5.3. Limitations and avenues for future research</title>
        <p>This research has some limitations that offer fruitful avenues for future research. As gameful
experiences are highly subjective in nature, future research should focus on establishing a thorough
mapping of gameful experiences and game elements, to provide precise managerial guidance.
Moreover, future research could tap into related, but distinct, service contexts, such as social media
platforms, to challenge the generalizability of our results. Further, there could be situational and
personality differences in user preferences like user competitiveness or user orientation, which
could impact the relationship of gameful experiences and user behavior.
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      </sec>
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