TY - JOUR
T1 - Opening the black box of gameful experience
T2 - Implications for gamification process design
AU - Leclercq, Thomas
AU - Poncin, Ingrid
AU - Hammedi, Wafa
PY - 2020/1
Y1 - 2020/1
N2 - Gamification is attracting the attention of practitioners and researchers because of its power to generate experiential value for users. However, despite its wide adoption by managers, the practice is poorly conceptualized. In response to this theoretical gap, we propose a set of foundational propositions developed using a microfoundational approach. We explain gameful experience, and we construct a conceptual framework that depicts the underlying process. We expand prior research on the topic through the notion of gameplay. Our conceptual discussion of gamification suggests a research agenda that can stimulate further academic efforts.
AB - Gamification is attracting the attention of practitioners and researchers because of its power to generate experiential value for users. However, despite its wide adoption by managers, the practice is poorly conceptualized. In response to this theoretical gap, we propose a set of foundational propositions developed using a microfoundational approach. We explain gameful experience, and we construct a conceptual framework that depicts the underlying process. We expand prior research on the topic through the notion of gameplay. Our conceptual discussion of gamification suggests a research agenda that can stimulate further academic efforts.
KW - Gameful experience
KW - Gameplay
KW - Gamification
KW - Microfoundation
UR - http://www.scopus.com/inward/record.url?scp=85069700654&partnerID=8YFLogxK
U2 - 10.1016/j.jretconser.2019.07.007
DO - 10.1016/j.jretconser.2019.07.007
M3 - Article
AN - SCOPUS:85069700654
SN - 0969-6989
VL - 52
JO - Journal of Retailing and Consumer Services
JF - Journal of Retailing and Consumer Services
M1 - 101882
ER -