Abstract
We propose that gamification can bring about behaviour change when game immersion creates a ‘third place’ which is transformational. But how does one create these service systems and how do they affect consumers’ well-being? While a number of studies have explored the role of service providers as ‘third places’ of consumption (Ducheneaut, Moore, & Nickell, 2007; Oldenburg, 1989), this research extends the notion by exploring the role of gamification and game immersion in this. We explore this interaction of third place experiences and gamification by taking a Transformative Services Research (TSR) perspective to not only understand the interrelationship between consumers and gamified services but the impact of these services on consumer well-being (Anderson et al., 2013). The outcome of the paper is a conceptual model explaining the transformation process of gamification.
Original language | English |
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Title of host publication | International Social Marketing Conference |
Subtitle of host publication | Social Marketing: reflecting, refocusing and reimagining for a sustainable future |
Publisher | Australian Association of Social Marketing (AASM) |
Pages | 202-206 |
Number of pages | 5 |
ISBN (Print) | 978-0-6453044-1-1 |
Publication status | Published - 2022 |
Externally published | Yes |
Event | International Social Marketing Conference: Social Marketing: reflecting, refocusing and reimagining for a sustainable future - Online Duration: 8 Feb 2022 → 9 Feb 2022 https://www.socialmarketingconference.com.au/ |
Conference
Conference | International Social Marketing Conference |
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Period | 8/02/22 → 9/02/22 |
Internet address |
Keywords
- gamification
- game immersion
- behaviour change
- well-being