GAMIFICATION OF THE RETAIL SPACE USING LOCATION-BASED AUGMENTED REALITY GAMES: HOW ABOUT NON-PLAYERS? - HAL-SHS - Sciences de l'Homme et de la Société
Communication Dans Un Congrès Année : 2024

GAMIFICATION OF THE RETAIL SPACE USING LOCATION-BASED AUGMENTED REALITY GAMES: HOW ABOUT NON-PLAYERS?

Résumé

Retailers across the globe are gamifying their retail space with location-based augmented reality games such as Pokémon Go. Researchers have shown that such a gamification strategy can improve players’ attitude towards the gamified retailer. However, no research has explored the impact of such gamification on the experience and attitude of non-players vis-à-vis the gamified retail location. Our paper addresses this gap in knowledge using a between subject experiment among 279 non-players where the retailer’s affiliation to the game and its players is manipulated and the impact on non-players’ level of negative stereotyping, satisfaction and loyalty intention are measured.
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Dates et versions

halshs-04696118 , version 1 (12-09-2024)

Identifiants

  • HAL Id : halshs-04696118 , version 1

Citer

Allan Lubart, Sonia Capelli. GAMIFICATION OF THE RETAIL SPACE USING LOCATION-BASED AUGMENTED REALITY GAMES: HOW ABOUT NON-PLAYERS?. Congrès de l'Association française du marketing, Jun 2024, Paris, France. ⟨halshs-04696118⟩
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