Skip to main content

Value Creation in Gamified Chatbot Interactions and Its Impact on Brand Engagement

  • 244 Accesses

Part of the Lecture Notes in Computer Science book series (LNCS,volume 13815)

Abstract

Gamification is a powerful instrument to motivate consumers to intensify their brand relationships. Though this potential, the effects of enriching chatbot interactions with gameful experiences on brand engagement has not been studied. To fill this gap, this study tries to understand how gamification contributes to customers’ value creation in a gamified conversational context and how this value creation relates to brand engagement. Specifically, we investigate whether and to what extent the hedonic and utilitarian values provided in interactions with gamified chatbots affect cognitive, emotional, and behavioral brand engagement. Based on an empirical study involving a fully functional gamified chatbot, we show that the perceived hedonic value has a major impact on all three brand engagement dimensions, and especially the cognitive dimension. Utilitarian values, though not related to the cognitive dimension of brand engagement, significantly boost the emotional and the behavioral engagement dimensions. These findings point to the potentials of extrinsic and utilitarian motivations for boosting brand engagement also in entertainment-oriented settings like gamified chatbot interactions.

Keywords

  • Chatbots
  • Gamification
  • Utilitarian value
  • Hedonic value
  • Con sumer-brand engagement

This is a preview of subscription content, access via your institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • DOI: 10.1007/978-3-031-25581-6_4
  • Chapter length: 16 pages
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
eBook
USD   49.99
Price excludes VAT (USA)
  • ISBN: 978-3-031-25581-6
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
Softcover Book
USD   64.99
Price excludes VAT (USA)
Fig. 1.
Fig. 2.

References

  1. Araujo, T.: Living up to the chatbot hype: the influence of anthropomorphic design cues and communicative agency framing on conversational agent and company perceptions. Comput. Hum. Behav. 85, 183–189 (2018)

    CrossRef  Google Scholar 

  2. Araujo, T.: Conversational agent research toolkit: an alternative for creating and managing chatbots for experimental research. Comput. Commun. Res 2(1), 35–51 (2020)

    CrossRef  Google Scholar 

  3. Babin, B.J., Darden, W.R., Griffin, M.: Work and/or fun: measuring hedonic and utilitarian shopping value. J. Consum. Res. 20(4), 644–656 (1994)

    CrossRef  Google Scholar 

  4. Babin, B.J., Lee, Y.K., Kim, E.J., Griffin, M.: Modeling consumer satisfaction and word-of-mouth: restaurant patronage in Korea. J. Serv. Mark. 19(3), 133 (2005)

    CrossRef  Google Scholar 

  5. Batra, R., Ahuvia, A., Bagozzi, R.P.: Brand love. J. Mark. 76(2), 1–16 (2012)

    CrossRef  Google Scholar 

  6. Berger, A., Schlager, T., Sprott, D.E., Herrmann, A.: Gamified interactions: whether, when, and how games facilitate self–brand connections. J. Acad. Mark. Sci. 46(4), 652–673 (2017). https://doi.org/10.1007/s11747-017-0530-0

    CrossRef  Google Scholar 

  7. Carpenter, J.M., Moore, M., Fairhurst, A.E.: Consumer shopping value for retail brands. J. Fash. Mark. Manag. 9(1), 43–53 (2005)

    Google Scholar 

  8. Chan, W.Y., To, C.K., Chu, W.C.: Materialistic consumers who seek unique products: how does their need for status and their affective response facilitate the repurchase intention of luxury goods? J. Retail. Consum. Serv. 27, 1–10 (2015)

    CrossRef  Google Scholar 

  9. Cochoy, F., Hagberg, J.: Gamification in the History of Retailing. In Mikolaj M. Dymek P. Zackariasso, (Eds.), The Business of Gamification: A Critical Analysis (Ch. 5). Routledge (2016)

    Google Scholar 

  10. Cronin, J.J., Jr., Brady, M.K., Hult, G.T.M.: Assessing the effects of quality, value, and customer satisfaction on consumer behavioral intentions in service environments. J. Retailing 76(2), 193–218 (2000)

    CrossRef  Google Scholar 

  11. Dastan, I., Geçti, F.: Relationships among utilitarian and hedonic values, brand affect and brand trust in the smartphone industry. J. Manage. Res. 6(2), 124 (2014)

    Google Scholar 

  12. De Cicco, R., Iacobucci, S., Aquino, A., Alparone, F.R., Palumbo, R.: Understanding users’ acceptance of chatbots: an extended TAM approach. In: Følstad, A., et al. (eds.) Chatbot Research and Design: 5th International Workshop, CONVERSATIONS 2021, Virtual Event, November 23–24, 2021, Revised Selected Papers, pp. 3–22. Springer International Publishing, Cham (2022). https://doi.org/10.1007/978-3-030-94890-0_1

    CrossRef  Google Scholar 

  13. De Moor, K., Berte, K., De Marez, L., Joseph, W., Deryckere, T., Martens, L.: User-driven innovation? Challenges of user involvement in future technology analysis. Sci. Publ. Policy 37(1), 51–61 (2010)

    CrossRef  Google Scholar 

  14. Dessart, L., Veloutsou, C., Morgan-Thomas, A.: Capturing consumer engagement: duality, dimensionality and measurement. J. Mark. Manage 32(5–6), 399–426 (2016)

    CrossRef  Google Scholar 

  15. Dorotic, M., Bijmolt, T.H.A., Verhoef, P.C.: Loyalty programmes: current knowledge and research directions. Int. J. Manage. Rev. 14(3), 217–237 (2012)

    CrossRef  Google Scholar 

  16. Eisingerich, A.B., Marchand, A., Fritze, M.P., Dong, L.: Hook vs. hope: how to enhance customer engagement through gamification. Int. J. Res. Mark., 36(2), 200–215 (2019)

    Google Scholar 

  17. Eppmann, R., Bekk, M., Klein, K.: Gameful experience in gamification: construction and validation of a Gameful experience scale [GAMEX]. J. Interact. Mark. 43, 98–115 (2018)

    CrossRef  Google Scholar 

  18. Etemad-Sajadi, R., Ghachem, L.: The impact of hedonic and utilitarian value of online avatars on e-service quality. Comput. Hum. Behav. 52, 81–86 (2015)

    CrossRef  Google Scholar 

  19. Fadhil, A., Villafiorita, A.: An adaptive learning with gamification and conversational UIs: the rise of CiboPoliBot. In: UMAP 2017 - Adjunct Publication of the 25th Conference on User Modeling, Adaptation and Personalization, Bratislava, Slovakia (2017)

    Google Scholar 

  20. Fornell, C., Larcker, D.F.: Structural equation models with unobservable variables and measurement error: algebra and statistics. J. Mark. Res. 18(3), 382–388 (1981)

    CrossRef  Google Scholar 

  21. Fredricks, J.A., Blumenfeld, P.C., Paris, A.H.: School engagement: potential of the concept, state of the evidence. Rev. Educ. Res 74(1), 59–109 (2004)

    CrossRef  Google Scholar 

  22. van der Goot, M.J., Pilgrim, T.: Exploring age differences in motivations for and acceptance of chatbot communication in a customer service context. In: Følstad, A., et al. (eds.) Chatbot Research and Design: Third International Workshop, CONVERSATIONS 2019, Amsterdam, The Netherlands, November 19–20, 2019, Revised Selected Papers, pp. 173–186. Springer International Publishing, Cham (2020). https://doi.org/10.1007/978-3-030-39540-7_12

    CrossRef  Google Scholar 

  23. Grüsser, S.M., Thalemann, R., Griffiths, M.D.: Excessive computer game playing: evidence for addiction and aggression? Cyberpsychol. Behav. 10(2), 290–292 (2007)

    CrossRef  Google Scholar 

  24. Hair, Joseph F., Sarstedt, M., Ringle, C. M., Gudergan, S. P.: Advanced Issues in Partial Least Squares Structural Equation Modeling. Sage Publications, Thousand Oaks (2017)

    Google Scholar 

  25. Hamari, J.: Do badges increase user activity? A field experiment on the effects of gamification. Comput. Hum. Behav. 71, 469–478 (2017)

    CrossRef  Google Scholar 

  26. Henseler, J., Hubona, G., Ray, P.A.: Using PLS path modeling in new technology research: updated guidelines. Ind. Manage. Data Syst. 116(1), 2 (2016)

    CrossRef  Google Scholar 

  27. Henseler, J., Ringle, C.M., Sarstedt, M.: A new criterion for assessing discriminant validity in variance-based structural equation modeling. J. Acad. Mark. Sci. 43(1), 115–135 (2014). https://doi.org/10.1007/s11747-014-0403-8

    CrossRef  Google Scholar 

  28. Hirschman, E.C., Holbrook, M.B.: Hedonic consumption: emerging concepts, methods and propositions. J. Mark. 46(3), 92–101 (1982)

    CrossRef  Google Scholar 

  29. Hofacker, C.F., de Ruyter, K., Lurie, N.H., Manchanda, P., Donaldson, J.: Gamification and mobile marketing effectiveness. J. Interact. Mark. 34, 25 (2016)

    CrossRef  Google Scholar 

  30. Högberg, J., Ramberg, M.O., Gustafsson, A., Wästlund, E.: Creating brand engagement through in-store gamified customer experiences. J. Retail. Consum. Serv. 50, 122–130 (2019)

    CrossRef  Google Scholar 

  31. Holbrook, M.B.: Consumption experience, customer value, and subjective personal introspection: an illustrative photographic essay. J. Bus. Res. 59(6), 714–725 (2006)

    CrossRef  Google Scholar 

  32. Hollebeek, L.D.: Demystifying customer brand engagement: exploring the loyalty nexus. J. Mark. Manage. 27(7–8), 785–807 (2011). https://doi.org/10.1080/0267257X.2010.500132

    CrossRef  Google Scholar 

  33. Hollebeek, L.D., Glynn, M.S., Brodie, R.J.: Consumer brand engagement in social media: conceptualization, scale development and validation. J. Interact. Mark. 28(2), 149–165 (2014)

    CrossRef  Google Scholar 

  34. Hsu, C.L., Chen, M.C.: How gamification marketing activities motivate desirable consumer behaviors: focusing on the role of brand love. Comput. Hum. Behav. 88, 121–133 (2018)

    CrossRef  Google Scholar 

  35. Huang, M.-H., Rust, R.T.: A strategic framework for artificial intelligence in marketing. J. Acad. Mark. Sci. 49(1), 30–50 (2020). https://doi.org/10.1007/s11747-020-00749-9

    CrossRef  Google Scholar 

  36. Huotari, K., Hamari, J.: A definition for gamification: anchoring gamification in the service marketing literature. Electron. Mark. 27(1), 21–31 (2016). https://doi.org/10.1007/s12525-015-0212-z

    CrossRef  Google Scholar 

  37. Kvale, K., Freddi, E., Hodnebrog, S., Sell, O.A., Følstad, A.: Understanding the user experience of customer service chatbots: what can we learn from customer satisfaction surveys? In: Følstad, A., et al. (eds.) Chatbot Research and Design. LNCS, vol. 12604, pp. 205–218. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-68288-0_14

    CrossRef  Google Scholar 

  38. Liebrecht, C., Sander, L., van Hooijdonk, C.: Too informal? How a chatbot’s communication style affects brand attitude and quality of interaction. In: Følstad, A., et al. (eds.) Chatbot Research and Design. LNCS, vol. 12604, pp. 16–31. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-68288-0_2

    CrossRef  Google Scholar 

  39. Miao, F., Holmes, W., Huang, R., Zhang, H.: AI and education: A guidance for policy- makers. UNESCO Publishing (2021)

    Google Scholar 

  40. Morschheuser, B., Hamari, J., Werder, K., Abe, J.: How to gamify? A method for designing gamification. In: Proceedings of the 50th Hawaii International Conference on System Sciences, Ha waii, United States, 4–7 January 2017

    Google Scholar 

  41. Mozafari, N., Weiger, W.H., Hammerschmidt, M.: Trust me, I’m a bot–repercussions of chatbot disclosure in different service frontline settings. J. Serv. Manage. 33(2), 221–245 (2022)

    CrossRef  Google Scholar 

  42. Nacke, L.E., Deterding, S.: The maturing of gamification research. Comput. Hum. Behav. 71, 450–454 (2017)

    CrossRef  Google Scholar 

  43. Nedungadi, P., Chattopadhyay, A., Muthukrishnan, A.V.: Category structure, brand recall, and choice. Int. J. Res. Mark. 18(3), 191–202 (2001)

    CrossRef  Google Scholar 

  44. Nißen, M., et al.: See you soon again, chatbot? A design taxonomy to characterize user-chatbot relationships with different time horizons. Comput. Hum. Behav. 127, 107043 (2022)

    CrossRef  Google Scholar 

  45. Overby, J.W., Lee, E.J.: The effects of utilitarian and hedonic online shopping value on consumer preference and intentions. J. Bus. Res. 59(10–11), 1160 (2006)

    CrossRef  Google Scholar 

  46. Ringle, C., da Silva, D., Bido, D.: Structural equation modeling with the SmartPLS. Brazilian J. Mark. 13(2), 56–73 (2015)

    Google Scholar 

  47. Ryu, K., Han, H., Jang, S.S.: Relationships among hedonic and utilitarian values, satisfaction and behavioral intentions in the fast-casual restaurant industry. Int. J. Contemp. Hosp. Manage. 22(3), 416–432 (2010)

    CrossRef  Google Scholar 

  48. Schwartz, S.H., Bilsky, W.: Toward a universal psychological structure of human values. Jour. Personal. Soc. Psych. 53(3), 550–562 (1987)

    CrossRef  Google Scholar 

  49. Seaborn, K., Fels, D.I.: Gamification in theory and action: a survey. Int. J. Hum. Comput. 74, 14–31 (2015)

    CrossRef  Google Scholar 

  50. Shin, M., Back, K.J.: Effect of cognitive engagement on the development of brand love in a hotel context. J. Hosp. Tour. Res. 44(2), 328–350 (2020)

    CrossRef  Google Scholar 

  51. Suh, A., Cheung, C.M.K., Ahuja, M., Wagner, C.: Gamification in the workplace: the central role of the aesthetic experience. J. Manage. Inf. Syst. 34(1), 268–305 (2017)

    CrossRef  Google Scholar 

  52. Teo, T.S.H.: Demographic and motivation variables associated with Internet usage activities. Internet Res. Electron. Netw. App. Policy 11(13), 125–137 (2011)

    Google Scholar 

  53. Thakur, R.: The role of self-efficacy and customer satisfaction in driving loyalty to the mobile shopping application. Int. J. Retail. Distrib. 46(3), 283–303 (2018)

    CrossRef  Google Scholar 

  54. Van Doorn, J., et al.: Customer engagement behavior: theoretical foundations and research directions. J. Serv. Res. 13(3), 253–266 (2010)

    CrossRef  Google Scholar 

  55. Venkatesh, V., Brown, S.A.: A longitudinal investigation of personal computers in homes: adoption determinants and emerging challenges. MIS Q. 25(1), 71–98 (2001)

    CrossRef  Google Scholar 

  56. Verhagen, T., Boter, J., Adelaar, T.: The effect of product type on consumer preferences for website content elements: an empirical study. J Comput. Mediat. Commun. 16(1), 139–170 (2010)

    CrossRef  Google Scholar 

  57. Verhagen, T., Swen, E., Feldberg, F., Merikivi, J.: Benefitting from virtual customer environments: an empirical study of customer engagement. Comput. Hum. Behav 48, 340 (2015)

    CrossRef  Google Scholar 

  58. Vivek, S.D., Beatty, S.E., Dalela, V., Morgan, R.M.: A generalized multidimensional scale for measuring customer engagement. J. Mark. Theory Pract. 22(4), 401–420 (2014)

    CrossRef  Google Scholar 

  59. Werbach, K., Hunter, D.: For the Win: How Game Thinking Can Revolutionize Your Business. (1st edn.). Wharton Digital Press, USA (2012)

    Google Scholar 

  60. Wirtz, J., et al.: Managing brands and customer engagement in online brand communities. J. Serv. Manage. 24(3), 223–244 (2013)

    CrossRef  Google Scholar 

  61. Wolf, T., Weiger, W.H., Hammerschmidt, M.: Experiences that matter? The motivational experiences and business outcomes of gamified services. J. Bus. Res. 106, 353–364 (2020)

    CrossRef  Google Scholar 

  62. Woodruff, R.B., Gardial, S.: Know Your Customer: New Approaches to Understanding Customer Value and Satisfaction. (1st edn.). Wiley, New York (1996)

    Google Scholar 

  63. Woodruff, R.B.: Customer value: the next source for competitive advantage. J. Acad. Mark. Sci. 25(2), 139–153 (1997)

    CrossRef  Google Scholar 

  64. Xi, N., Hamari, J.: Does gamification affect brand engagement and equity? A study in online brand communities. J. Bus. Res. 109, 449–460 (2020)

    CrossRef  Google Scholar 

  65. Xu, F., Buhalis, D., Weber, J.: Serious games and the gamification of tourism. Tour. Manage. 60, 244–256 (2017)

    CrossRef  Google Scholar 

  66. Yang, Y., Asaad, Y., Dwivedi, Y.: Examining the impact of gamification on intention of engagement and brand attitude in the marketing context. Comput. Hum. Behav. 73, 459 (2017)

    CrossRef  Google Scholar 

  67. Yuan, C., Zhang, C., Wang, S.: Social anxiety as a moderator in consumer willingness to accept AI assistants based on utilitarian and hedonic values. J. Retail. Consum. Serv. 65, 102878 (2022)

    Google Scholar 

  68. Zarouali, B., Van den Broeck, E., Walrave, M., Poels, K.: Predicting consumer responses to a chatbot on Facebook. Cyberpsychol. Behav. Soc. Netw. 21(8), 491–497 (2018)

    CrossRef  Google Scholar 

  69. Żyminkowska, K.: Hedonic and utilitarian drivers of customer engagement. Central Euro. Bus. Rev. 7(4), 15–33 (2018)

    CrossRef  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Roberta De Cicco .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and Permissions

Copyright information

© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Verify currency and authenticity via CrossMark

Cite this paper

Silva, S.C., De Cicco, R., Levi, M., Hammerschmidt, M. (2023). Value Creation in Gamified Chatbot Interactions and Its Impact on Brand Engagement. In: , et al. Chatbot Research and Design. CONVERSATIONS 2022. Lecture Notes in Computer Science, vol 13815. Springer, Cham. https://doi.org/10.1007/978-3-031-25581-6_4

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-25581-6_4

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-25580-9

  • Online ISBN: 978-3-031-25581-6

  • eBook Packages: Computer ScienceComputer Science (R0)