The relationship between gamification and user experience quality by modulating pricing strategies on platforms.

Document Type : Original Article

Authors

Allameh Tabataba'i University

10.52547/jbmp.19.43.98

Abstract

Objective: The present study seeks to show the extent to which the quality of user experience of platforms is influenced by their gamification and pricing strategy.
Methodology: The statistical population of this study includes 114 Iranian and foreign platforms and the statistical sample includes 88 platforms based on Alexa ranking. Structural equation modeling and SMART-PLS3 software were used to analyze the data.
Findings: The results indicate that gamification does not have a positive and significant effect on the quality of user experience. According to the studies, the adjustment effect of pricing strategies on the relationship between gamification and user experience quality was confirmed.
Conclusion: Using gamification tools on platforms does not in itself improve or enhance the quality of the user experience. Platforms and companies or organizations that have a platform business model can use gamification to enhance the quality of the user experience if they use appropriate pricing strategies.

Keywords


1. Cutler, Philip; Armstrong, Gary. (2008). Principles of marketing. Zare, Mehdi Tehran; mehrgerd; Manager tomorrow. (in Persian)
2. Farmani, Mehdi; Ghaffari, Mohammad; Zandi Nasab, Mustafa. (1398). Investigating the features of the website in the field of gamification development with a focus on mediating role models of user experience and attitude (Case study: Digikala). Human interaction and information. Volume 6, Number One. Pp. 73-88. (in Persian)
3. Feurer, Sven. Schuhmacher, Monika C; Kuester, Sabine. (2018). How Pricing Teams Develop Effective Pricing Strategies for New Products. Journal of Product Innovation Management. 1-75
4. Shaw, Gareth; James, Simon. (2019). The role of social media as a distribution channel for promoting pricing strategies. Journal of Hospitality and Tourism Insights. 75-91
5. Gross, Hellen;  Rottle, Maren; Wallmeier, Franziska. (2020). The influence of external reference price strategies in a nonprofit arts organization's “pay-what-you-want” setting. International Journal of Nonprofit and Voluntary Sector Marketing. 1-13
6. Li, Feng; Du, Chih-ting Timon; Wei, Ying. (2019). Offensive pricing strategies for online platforms. International Journal of Production Economics. 216 (2019). 278-304.
7. Brade, Jennifer; Lorenz, Mario; Busch, Marc; Hammer, Niels; Tscheligi, Manfred; Klimant,  Philipp. (2017). Being there again – Presence in real and virtual environments and its relation to usability and user experience using a mobile navigation task. Internatinal Journal Human–Computer Studies. 76-87
8. Hsu, Chia-Lin; Chen, Mu-Chen. (2018). How does gamification improve user experience? An empirical investigation on the antecedences and consequences of user experience and its mediating role. Technological Forecasting & Social Change. 1-12
9. Bitkina, Olga Vl; Kim, Hyun K; Park, Jaehyun. (2020). Usability and user experience of medical devices: An overview of the current state, analysis methodologies, and future challenges. International Journal of Industrial Ergonomics. 1-11
10. Seaborn, Katie; Fels, Deborah. (2014). Gamification in theory and action: A survey. Int. J. Human-Computer Studies 74 (2015) 14–31.
11. Alsawaier,R.S. (2018).The effect of gamification on motivation and engagement. International Journal of Information and Learning Technology, Vol. 35 No. 1, pp. 56-79.
12. Mullins, Jeffrey K. & Sabherwal, Rajiv, )2020(. "Gamification: A cognitive-emotional view," Journal of Business Research, Elsevier, vol. 106(C), pages 304-314.
13. Deterding, S. (2019). Gamification in Management: Between Choice Architecture and Humanistic Design. Journal of Management Inquiry, 28(2), 131–136. 
14. Kim, Junic. (2016). The platform business model and strategy: a dynamic analysis of the value chain and platform business. Thesis for: PhD in Business and Management. (2016). pp. 1-360.
15. Polo-Pena, Ana Isabel; Frıas-Jamilena, Dolores Mar ~ ıa; Fernandez-Ruano, Marıa Lina. (2020). Influence of gamification on perceived self-efficacy: gender and age moderator effect. International Journal of Sports Marketing and Sponsorship. Pp1-24
16. Bauer, Johannes C; Linzmajer, Marc; Nagengast, Liane; Rudolph, Thomas; D’Cruz, Elena. (2019). Gamifying the digital shopping experience: games without monetary participation incentives increase customer satisfaction and loyalty. Journal of Service Management. Pp1-33
17. Hsu, Chia-Lin; Chen, Mu-Chen. (2018). How gamification marketing activities motivate desirable consumer behaviors: Focusing on the role of brand love. Computers in Human Behavior. Pp121-133
18. Nobre, Helena; Ferreira, Andre. (2017). Gamification as a platform for brand co-creation experiences. Journal Brand Management.Pp1-13
19. Bonina, Carla; Eaton, Ben. (2020). Cultivating open  government  data platform ecosystems through governance: Lessons from Buenos Aires, Mexico City and Montevideo. Government Information Quarterly. 1-15
20. Liu, De; Santhanam, Radhika; Webster, Jane. (2016). Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems. MIS Quarterly Vol. 41 No. 4, pp. 1011-1034.
21. Shaw, Gareth; James, Simon. (2019). The role of social media as a distribution channel for promoting pricing strategies. Journal of Hospitality and Tourism Insights. 75-91
22. Gibbs, Chris; Guttentag, Daniel; Gretzel, Ulrike; Yao, Lan; Morton, Jym. (2018). Use of dynamic pricing strategies by Airbnb hosts. International Journal of Contemporary Hospitality Management. 2-20
23. Yang, Yang; Asaad, Yousra; Dwivedi, Yogesh. (2017). Examining the impact of gamification on intention of engagement and brand attitude in the marketing context. Computers in Human Behavior. Pp459-469