بازاریابی موبایلی درون فروشگاهی
ترجمه نشده

بازاریابی موبایلی درون فروشگاهی

عنوان فارسی مقاله: بازاریابی موبایلی درون فروشگاهی بازی نمایی شده: اثر ترکیبی تبلیغات نقطه خرید بازی نمایی شده
عنوان انگلیسی مقاله: Gamified in-store mobile marketing: The mixed effect of gamified point-of-purchase advertising
مجله/کنفرانس: مجله خرده فروشی و خدمات مصرف کننده – Journal of Retailing and Consumer Services
رشته های تحصیلی مرتبط: مدیریت
گرایش های تحصیلی مرتبط: بازاریابی
کلمات کلیدی فارسی: بازی وار سازی، بازاریابی موبایلی درون فروشگاهی، مشارکت
کلمات کلیدی انگلیسی: Gamification، Mobile in-store marketing، Engagement
نوع نگارش مقاله: مقاله پژوهشی (Research Article)
شناسه دیجیتال (DOI): https://doi.org/10.1016/j.jretconser.2018.07.004
دانشگاه: Service Research Center, Karlstad University, Universitetsgatan 2, 651 88 Karlstad, Sweden
صفحات مقاله انگلیسی: 7
ناشر: الزویر - Elsevier
نوع ارائه مقاله: ژورنال
نوع مقاله: ISI
سال انتشار مقاله: 2019
ایمپکت فاکتور: 4.218 در سال 2018
شاخص H_index: 65 در سال 2019
شاخص SJR: 1.211 در سال 2018
شناسه ISSN: 0969-6989
شاخص Quartile (چارک): Q1 در سال 2018
فرمت مقاله انگلیسی: PDF
وضعیت ترجمه: ترجمه نشده است
قیمت مقاله انگلیسی: رایگان
آیا این مقاله بیس است: بله
آیا این مقاله مدل مفهومی دارد: ندارد
آیا این مقاله پرسشنامه دارد: ندارد
آیا این مقاله متغیر دارد: دارد
کد محصول: E13466
رفرنس: دارای رفرنس در داخل متن و انتهای مقاله
فهرست مطالب (انگلیسی)

Abstract

1. Introduction

2. Theory and hypotheses development

3. Method

4. Results

5. Discussion

Conflicts of interest

Funding

References

بخشی از مقاله (انگلیسی)

Abstract

This study investigates the effect of gamification on in-store mobile advertisement. More specifically, it investigates the effect of gamification on the inclination to act on offers gained at point of purchase. For this purpose, a field experiment was conducted at a supermarket, where real customers were recruited. Eye tracking, smartphone activity logging and choice were used to investigate the customers’ behaviour. The results reveal that gamification is not always useful for increasing the tendency to act on offers. In fact, engagement in a gamified shopping task is needed; otherwise, the tendency to act on offers might even decrease when gamifying.

Introduction

Surveys have shown that as many as 90 per cent of customers use smartphones while visiting stores (SeessionM, 2015). This ubiquity of Internet-connected mobile devices is an important facilitator for the transformation of retailing due to digitalisation (Hagberg et al., 2016), and their constant companionship with their owners make them a fitting supplementary channel for physical retailers (Shankar et al., 2010). These devices open up new possibilities for these retailers to integrate online and physical store offerings, thus creating competitive advantages through multichannel or omnichannel customer experiences (Lemon and Verhoef, 2016; Verhoef et al., 2015). In fact, such devices have the potential to change the retailing paradigm from one based on customers who enter the retailing environment to one in which retailers enter the customers’ environment anytime and anywhere (Shankar et al., 2010). To do this, the location sensitivity of smartphones can be used to develop location-based services that provide functions based on where the service is engaged (Shankar and Balasubramanian, 2009; Wilson, 2012). Such functions enable retailers to use smartphones as a means to enter the customers’ environment in stores at the point of purchase for marketing purposes. Another recent development that has taken advantage of the widespread presence of mobile phones is gamification. Using a gamified service triggers psychological outcomes – that is, gameful experiences – that motivate specific behavioural outcomes (Huotari and Hamari, 2017). From a marketing perspective, such outcomes might include attitude, purchase/repurchase, retention and engagement (Hofacker et al., 2016). With these kinds of outcomes, it is unsurprising that gamification has attracted the attention of retailers. For example, one survey found that 87 per cent of the responding retailers expected to have integrated gamification features into their loyalty programmes by 2020 (Boston Retail Partners, 2015).