Please use this identifier to cite or link to this item: https://hdl.handle.net/10321/4890
Title: Gamified promotions in shopping apps : the role of regret and its impact on purchase intention
Authors: Dobbelstein, Thomas
Sinemus, Kathrin
Zielke, Stephan
Editors: Timmermans, Harry 
Rasouli, Soora 
Keywords: Shopping apps;Purchase intention
Issue Date: 17-Jun-2023
Source: Dobbelstein, T., Sinemus, K. and Zielke, S. 2023. Gamified promotions in shopping apps : the role of regret and its impact on purchase intention. Presented at: 29th Recent Advances in Retailing and Consumer Science Conference: 112-112 (1).
Journal: 29th Recent Advances in Retailing and Consumer Science Conference 
Abstract: 
The topic of gamification has received more attention in recent years
(Huang et al., 2019), particularly in the marketing context (Bauer et al., 2020;
Berger et al., 2018). Prior research has shown that gamification has a positive
influence on consumer behavior such as consumers’ purchase intention
(e.g., Balakrishnan and Griffiths, 2018; Kim et al., 2020). As traditional
promotions and advertisements often not catch consumers’ attention
(Stipp, 2018), gamified promotions might be a solution to attract customers.
When consumers earn a discount through gamified elements, this could
increase their intention to redeem the discount (compared to a traditional
promotion) and consequently make a purchase. Previous gamification
literature focuses on flow theory (e.g., Berger et al., 2018; Waiguny et al.,
2012) and self-determination theory (e.g., Bauer et al., 2020; Feng et al., 2018;
Hollebeck et al., 2021). For our context of gamified promotions, we use
regret theory to explain the effects on customer behavior. According to
regret theory, consumers should feel stronger anticipated regret when they
do not redeem the discount of a gamified promotion compared to a
traditional banner ad promotion. This could be due to the fact that
consumers invested more effort get the discount than if they had received
it as a traditional pop-up ad. As gamification enhances positive emotions
(Harwood & Garry, 2015; Koroleva & Novak, 2020), we further assume
that the gamified promotion triggers such emotions in the consumer, which
in turn lead to increased purchase intentions (Nasermoadeli et al., 2013).
The study uses a scenario-based online experiment with a between-subjects
design (gamified promotion vs. non-gamified promotion). Data from 96
respondents were collected and analyzed with M/ANOVA and PROCESS
(see Hayes, 2018) in SPSS. Findings suggest that a gamified promotion has
a greater effect on consumers’ purchase intention than a non-gamified
promotion. The same is true for the effect on anticipated regret. The
positive influence of gamified promotion on purchase intention is mediated
by firstly the perceived effort to obtain the discount and anticipated regret
and secondly via the enjoyment with the app directly and via anticipated
regret (serial mediation effects). This research is novel, as it explains the
impact of a gamified promotion on purchase intention based on regret
theory. Prior research on promotions has rarely concentrate on gamification
(e.g., Bauer et al., 2020). Based on the results, retailers should use gamified
promotions instead of traditional banner ad promotions and the game
should not be to simple so that consumers perceive an effort. As a next
step, we plan to add two more studies. The first study should validate the
results of this study. Further it should show that the results are independent
of the level of the discount. The second study should focus on the
reinforcement of regret. It should provide management implications
whether a specified or an unspecified discount leads to higher anticipated
regret and consequently purchase intention.
URI: https://hdl.handle.net/10321/4890
Appears in Collections:Research Publications (Management Sciences)

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