Introducing perceived gamification in marketing

Snezhana Muravskaia, Maria Smirnova, Daniil Muravskii

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

This paper argues that if the end goal of applying gamification is to change the user's behavior, gamification should be analyzed as an instrument of persuasion. Currently, the impact of gamification on the user is looked through either the lenses of motivation or that of user experience. The concept of perceived gamification is introduced, which is understood as the willingness and ability to recognize promotional activity as a game-like activity without the need to distinguish any particular game elements.
Original languageEnglish
Title of host publication Annual GSOM Emerging Markets Conference 2020
Subtitle of host publicationSt. Petersburg, November 11-18, 2020
EditorsYU.E. Blagov, A.YU. Panibratov, MO Latukha, DG Kucherov, DV Kudryavtsev, MM Smirnova, EV Gilenko, AV Bukhvalov, TM Kuropatkina, EN Yanvareva
Place of PublicationSt. Petersburg
PublisherSt. Petersburg State University
Pages294-299
Number of pages6
Publication statusPublished - 11 Nov 2020
Externally publishedYes
EventAnnual GSOM Emerging Markets Conference 2020 - St. Peterburg, Russian Federation
Duration: 11 Nov 202018 Nov 2020

Conference

ConferenceAnnual GSOM Emerging Markets Conference 2020
Country/TerritoryRussian Federation
CitySt. Peterburg
Period11/11/2018/11/20

Keywords

  • perceived gamification
  • gameful experiences
  • literature review
  • scale development

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