Gamification design: toward developing image perception scales for generation Z consumers

独创性 款待 旅游 感知 背景(考古学) 储备栅格 实证研究 游戏娱乐 酒店业 营销 构造(python库) 价值(数学) 消费者行为 心理学 计算机科学 知识管理 业务 社会心理学 数学 地理 创造力 视觉艺术 艺术 考古 神经科学 程序设计语言 机器学习 统计
作者
Nikolaos Stylos,Chris Α. Vassiliadis
出处
期刊:International Journal of Contemporary Hospitality Management [Emerald (MCB UP)]
被引量:1
标识
DOI:10.1108/ijchm-12-2022-1616
摘要

Purpose Drawing from the Personal Construct Theory, this study aims to analyze the impact of using gamified apps on user behavior by investigating the service-related images and individual preferences of Generation Z (GenZ) consumers, as these emerge from gamified applications in a tourism context. Design/methodology/approach The repertory grid analysis (RGA) elicited the top elements that reflect GenZer perceptions in tourism from empirical studies in the UK and Greece. Generalized procrustes analysis was used to investigate the structure of the data for the creation of representative consensus biplots of the most important conceptual constructs to advance consumer decision-making modeling via gamification. Findings As per different gamified app best-practices considered, the authors extract not only common perceptual elements (e.g. place informative aspects, exploration, lodgings, food/catering) but also different image components (e.g. virtual/interactive, business vs commercial traveling, entertainment, heritage/cultural informative aspects) from comparing UK with Greek GenZers’ responses. These extracted attributes are then presented in two dimensional charts, respectively, toward creating tourist perception scales. Research limitations/implications Notwithstanding the wide availability of gamified apps, research on gamification design in tourism and hospitality is still in the early phase. This study demonstrates the need to identify and optimize the formation of different images among GenZers. It also highlights the advantageous nature of the proposed combination of procrustes analysis with the RGA. Originality/value To the best of the authors’ knowledge, this research is among the first empirical ones toward creating scales for measuring tourist perceptions of GenZers coming from different consumer markets. It responds to scholars’ recent calls for better informing gamification design and improving contemporary consumer experience.
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