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The Effect Of Gamification On Customer Education Results

Posted on:2019-04-25Degree:MasterType:Thesis
Country:ChinaCandidate:W B LiFull Text:PDF
GTID:2439330545495386Subject:marketing
Abstract/Summary:PDF Full Text Request
With the endless emergence of high-tech products and services,customer education has play an important role to both companies and customers.For companies,customer education will increase customer trust and perceived service quality,and then increase customer loyalty;More importantly,to customers,through participating in customer education activities,they can learn more knowledge about products and service,increase customer participation,make reasonable purchasing decisions,and can use more skills to use products or experience services correctly which can better meet their demand.However,traditional customer education forms have high costs,few interactions,poor controllability,and low participation.Therefore,a new customer education method is needed.Gamification as a means to apply game elements to non-game scenes is becoming more and more popular in practice and academia.The related researches on gamification in education and marketing have reflected the effect of gamification on learning and education.The research question in this paper is:Will gamification increase the effectiveness of customer education?What is the mechanism of this influence?How to design a gamification product?Based on the perspective of reflective learning,this article uses gamification pyramid theory,introduces"quantified self" as an intermediary variable,and measures the effectiveness of customer education with customer knowledge and customer participation.Then we uses questionnaires and practical case studies to verify how gamification impacts customer education.And apply gamification to practice in the industry to explore the practical application of gamification.This article introduces the perspective of reflective learning for the study of gamification,and emphasizes the importance of real-time data feedback in the process of gamification.This article provides enterprises with gamification design guidance in customer education,and innovates in theory,applying the "quantified self" in the theory of reflective learning.This paper validates the positive effect of gamification on customer education and finds new ways for companies to conduct customer education.Quantifying self as a technical means can help companies attract customers,retain customers,and improve their learning ability.In the gamification design,attention needs to be paid to clarifying company objectives,modeling user behaviors,designing experience loops,providing proper fun,guiding user participation with reward systems,adopting appropriate tools,and considering similar products and competitors.
Keywords/Search Tags:Gamification, Customer Education, Quantified Self
PDF Full Text Request
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