Dr. T. Suchitra Rani
Abstract
The study presents gamification as a tool for customer engagement. The
study empirically attempts to find wards (Story Theme, Feedback, Rewards, Progress,
Challenge, Points, Leader Boards, Badges, Levels and Clear Goals) that are mostly
preferred by the users and their further interest in continuing with the same
website/app/game. With the changing needs of consumers the marketers are finding
better ways of engaging customers. As a known fact if an adult is asked his preference
of work and games, the answer many times would be games. Now in this digital era an
increasing number and variety of business applications are integrating game
mechanics, or gamification, to improve user engagement, engage new customers,
incent employees, build loyalty, and more. Now, users are competing against each
other for points, or badges or to be known as a leader. The study, also attempts to find
if the type of motivation (extrinsic and intrinsic) will have any influence on the choice
of the awards. This study also focuses on the influence of the demographic variables
on the choice of awards.