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Designing gamified transformative and social marketing services: An investigation of serious m-games
Journal article   Open access   Peer reviewed

Designing gamified transformative and social marketing services: An investigation of serious m-games

Rory Mulcahy, Rebekah Russell-Bennett, Nadia Zainuddin and Kerri-Ann Kuhn
Journal of Service Theory and Practice, Vol.28(1), pp.26-51
2018
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PDF - Author's Accepted Version447.63 kBDownloadView
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url
https://doi.org/10.1108/JSTP-02-2017-0034View
Published Version

Abstract

gamification serious games transformative service research social marketing game design elements
Purpose - The purpose of this paper is twofold: 1) to extend transformative service and social marketing practitioners' and academics' understanding of how gamification and serious m-games are designed, and 2) to model the effects of game design elements on key transformative service and social marketing outcomes, satisfaction, knowledge and behavioural intentions. Design/methodology/approach - The research adopted a two-study, mixed-method research design, encompassing focus groups (n=21) and online surveys (n=497), using four current marketplace serious m-games. Study 1 was qualitative and the data were analyzed in two cycles using an inductive and deductive approach. Study 2 was quantitative and the data were analyzed using PLS-SEM. Findings - The qualitative results of Study 1 discovered a five game design element framework for serious m-games. In Study 2, a conceptual model and hypothesized relationships were tested at a full sample level and by each serious m-game. Results show different significant relationships for each serious m-game and moderate to high levels of explanation for satisfaction and knowledge, and low to high levels of explained variance for behavioural intentions. The findings are therefore robust across four different serious m-games, but also demonstrate the nuances of the relationships. Originality/value - This research contributes to two service research priorities: 1) leveraging technology to advance services, and 2) improving well-being through transformative services. This research demonstrates gamification through serious m-games is one form of technology that can be designed to create a satisfying and knowledge creating service experience, which can also influence intentions to perform health and well-being behaviours.

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Business
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