Fun Shopping: A Randomized Field Experiment on Gamification

Information Systems Research (forthcoming)

45 Pages Posted: 10 Mar 2020 Last revised: 8 Jul 2022

See all articles by Yi-Jen (Ian) Ho

Yi-Jen (Ian) Ho

Tulane University - A.B. Freeman School of Business

Siyuan Liu

Pennsylvania State University - Smeal College of Business

Lei Wang

Indiana University - Kelley School of Business

Date Written: February 21, 2020

Abstract

Gamification utilizes game-like features to engage participants, widely implemented in a variety of contexts. Such an IT-enabled engagement strategy serves as a marketing device to boost sales and customer loyalty. This study focuses on two significant game elements (i.e., badges and leaderboards) that promote consumer motivations and social comparisons. To qualify the impacts, we conduct a randomized field experiment at one of the largest shopping malls in Asia. In the experiment, we contrast the two elements against coupons regarding various shopping outcomes. A two-period design (consisting of the treatment and post-treatment periods) identifies the long-term behavior changes after the treatment removals. The main results suggest that badging and leaderboarding promote sales by 21.5% and 22.5% in the treatment period, respectively, while couponing delivers a more potent effect of 31.7%. In the post-treatment period, the gamification impacts remain significant compared with the baseline, whereas the influence of couponing fades out. Besides, the additional analyses document the salient heterogeneous treatment effects across demographics. We further discover the substantial differences in the within-group heterogeneity across the treatments. Specifically, badging is a balanced tool for attracting the general public, whereas leaderboarding is a double-edged sword that could encourage self-reinforcing or self-banishing. Last, gamification brings more explorations that lead to additional sales and engagements. Overall, the robust results can be translated into actionable strategies to utilize gamification proactively.

Keywords: gamification, badge, leaderboard, location-based technology, randomized field experiment, heterogeneous treatment effect

Suggested Citation

Ho, Yi-Jen (Ian) and Liu, Siyuan and Wang, Lei, Fun Shopping: A Randomized Field Experiment on Gamification (February 21, 2020). Information Systems Research (forthcoming), Available at SSRN: https://ssrn.com/abstract=3542045 or http://dx.doi.org/10.2139/ssrn.3542045

Yi-Jen (Ian) Ho (Contact Author)

Tulane University - A.B. Freeman School of Business ( email )

7 McAlister Drive
New Orleans, LA 70118
United States

Siyuan Liu

Pennsylvania State University - Smeal College of Business ( email )

University Park, PA 16802
United States

Lei Wang

Indiana University - Kelley School of Business ( email )

1309 E. Tenth St.
Bloomington, IN INDIANA 47405
United States

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