介绍(产科)
好奇心
产品(数学)
营销
业务
产品创新
新产品开发
消费者信息
钥匙(锁)
领域(数学)
知识管理
心理学
计算机科学
社会心理学
放射科
几何学
医学
计算机安全
数学
纯数学
作者
Jessica Müller-Stewens,Tobias Schlager,Gerald Häubl,Andreas Herrmann
摘要
This research examines the effect of gamified information presentation—conveying information about a product innovation in the form of a game—on consumer adoption of that innovation. The key hypothesis is that gamified information presentation promotes consumer innovation adoption and that it does so through two parallel psychological processes—by increasing consumer playfulness, which stimulates curiosity about the innovation, and by enhancing the perceived vividness of information presentation, which increases the perceived advantage of the innovation relative to (less innovative) competing products. Evidence from seven studies, including two field experiments, supports this theorizing. The results also show that for gamified information presentation to increase innovation adoption, it is essential that the information is integrated into the game. These findings advance the understanding of the psychological forces that govern how consumers respond to receiving product information in the form of games, and they have important practical implications for how firms might use gamified information presentation to promote sales of new products.
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