JOURNAL ARTICLE

Gamification and Customers Experience in the Hospitality Industry

Powel Maxwell WorimegbeTemitope Mariam WorimegbeElizabeth Abiola‐Oke

Year: 2020 Journal:   Journal of Tourism and Services Vol: 11 (21)Pages: 71-87   Publisher: University of Business in Prague

Abstract

The application of gaming techniques and its measurement have engendered many discussions. Premised on the gamification dimensions of loyalty programs, advertising, and promotions, and creating or developing new services, this study examines the effect of the dimensions of gamification on the elements of customers' experience in the Hospitality industry. Utilising the survey research design and two-stage sampling technique, 700 customers of hotels and restaurants were sampled in the Nigerian Hospitality sector. The multivariate analysis was used in data analysis. The results reveal that gamification significantly affects customers' experience. The findings showed that creating new services is the most significant measure of gamification affecting customers' experience. The study also established that loyalty programmes, advertising, and promotion, and creating new services as dimensions of gamification are drivers of customers' experience. Firms in the service sector should pay attention to the issue of gamification in order to create a better customer experience, which could sustain competitiveness in the long-run. The study recommends that gamification strategies should be utilized in the hospitality industry. Emphases should be placed on making sure the customers' have peace of mind while patronizing the hospitality and tourism industry. The study contributes to the literature on the utilization of gamification in the Hospitality industry. The study analyzed the interaction between gamified services and customers' experience by utilizing each element of gamification separately.

Keywords:
Hospitality Marketing Tourism Hospitality industry Loyalty Business Promotion (chess) Order (exchange) Service (business) Customer experience Loyalty business model Tertiary sector of the economy Services marketing Hospitality management studies Advertising Service quality

Metrics

22
Cited By
4.56
FWCI (Field Weighted Citation Impact)
30
Refs
0.94
Citation Normalized Percentile
Is in top 1%
Is in top 10%

Citation History

Topics

Educational Games and Gamification
Social Sciences →  Psychology →  Developmental and Educational Psychology
Gambling Behavior and Treatments
Social Sciences →  Psychology →  Clinical Psychology
Consumer Retail Behavior Studies
Social Sciences →  Business, Management and Accounting →  Marketing

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