游戏元素对消费者参与行为影响的研究述评与展望
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  • 英文篇名:The Effects of Game Elements on Consumer Participation Behavior: Review and Future Prospects
  • 作者:靳闵 ; 王全胜
  • 英文作者:JIN Min;WANG Quansheng;School of Business,Nanjing University;
  • 关键词:游戏元素 ; 游戏设计对象 ; 游戏设计机制 ; 游戏设计原则 ; 游戏化 ; 游戏化营销 ; 消费者参与行为
  • 英文关键词:game elements;;game design objects;;game design mechanism;;game design principles;;gamification;;gamified marketing;;consumer participation behavior
  • 中文刊名:BJSB
  • 英文刊名:Journal of Beijing Technology and Business University(Social Sciences)
  • 机构:南京大学商学院;
  • 出版日期:2019-07-18
  • 出版单位:北京工商大学学报(社会科学版)
  • 年:2019
  • 期:v.34;No.208
  • 基金:国家自然科学基金项目“互联网平台网络效应的激发:基于社交网络与产品网络的产品推荐策略的作用机理研究”(71372035)
  • 语种:中文;
  • 页:BJSB201904005
  • 页数:14
  • CN:04
  • ISSN:11-4509/C
  • 分类号:50-63
摘要
游戏元素作为新型的营销工具,已经被越来越多的企业用于营销实践,旨在提高消费者参与。鉴于此,通过对国内外相关文献的梳理与回顾,将游戏元素划分为游戏设计对象、游戏设计机制和游戏设计原则这三类,并从工具结果和体验结果上界定了游戏元素与游戏、游戏化以及游戏化营销等概念的关系。在此基础上,通过对背后理论基础的探讨,发现这三类游戏元素会影响消费者的认知、情感和内部动机,进而增强消费者的参与行为,并且产品类型和消费者特征都会调节游戏元素与消费者参与行为之间的关系。最后对未来研究进行了展望。
        As the new marketing tools,game elements have been applied by more and more enterprises to marketing practice,aiming at improving consumer participation. In view of this,based on a review and analysis of relevant literatures at home and abroad,the research classifies game elements into three categories,which are the game design objects,the game design mechanism and the game design principles. The relationships between concepts,such as game elements,game,gamification and gamified marketing are defined from the perspectives of instrumental outcomes and experiential outcomes. On this basis,through the discussion of the theoretical basis behind,it is found that the three types of game elements would influence consumers' cognitions,emotions and intrinsic motivations,thereby improve consumer participation behavior. Product types and consumer characteristics will also adjust the relationships between game elements and consumer participation behavior. At the last part,the paper puts forward some directions of future research.
引文
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    (1)本文在Web of Science核心合集数据库中采用“主题检索”方式,以“game element”或“game design”或“game design element”或“gamif*”(包含gamification、gamified和gamifying等)为关键词对2010年以来的文献进行了检索,并筛选出与研究主题相关的60余篇文献。
    (2)故事是指对游戏整体故事的叙述和阐述;机制是指游戏规则,规定玩家如何完成目标以及如何被奖励;审美是指游戏设计的视觉冲击;技术是游戏故事叙述,机制运作以及美学展现所依托的媒介。
    (3)组件是机制和动力元素的具体展现,如积分、徽章等;机制是推动游戏进程和用户参与的基本流程,如竞争、反馈等;动力是系统中的整体概念,不能被直接应用,包括情感、约束等。
    (4)“Heathy Me”是一款为中小型企业服务的健身运动应用,通过融入一定的游戏元素来帮助企业员工主动自愿参与健身活动。
    (5)“Foursquare”是一款基于LBS的移动应用。用户在该应用中可以在商店、饭店和咖啡厅等与该应用合作的商家进行签到,签到次数最多者则会获得“市长/地主”头衔(徽章),并享受商家提供的优惠。
    (6)叙事传输状态既会影响消费者的认知(如减少对故事的负面认知),也会影响消费者的情感(如增加与故事人物的情感联系),详见第四部分“游戏元素效用的理论基础”。
    (7)在“Nike+”移动应用中,用户可以自行创建一个虚拟人物(avatar),该人物的体型会根据用户运动量的增减发生实时变化。

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