How does gamification affect customer behavior and revenue?
Open accessAbstract
Many e-tailers use gamification to boost engagement across the customer journey, yet it remains unclear how specific gamified actions influence customer behavior and revenue. In this study, we use quantitative methods to explore the impact of various gamification actions, such as subscribing to newsletters, adding items to a wish list, liking, sharing, and commenting on social media. Our field study reveals distinct effects: subscribing to newsletters and writing product reviews shorten the time between purchases but do not increase revenue. Adding items to a wish list is associated with lower purchase frequency and reduced spending. In contrast, liking and sharing content increase purchase frequency and lead to greater spending. These findings highlight the importance of designing gamification strategies to engage customers and support revenue growth.
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Socially gamified behaviours significantly increase monetary outcomes, based on quasi-experimental field data from 4,896 e-commerce users over two years.
“The study (Farace et al., 2025), based on quasi-experimental field data from 4,896 e-commerce users over two years, reveals that socially gamified behaviours significantly increase monetary outcomes”
From An Experimental Analysis of Gamification’s Impact on Customer Engagement and Retention in Subscription-Based Business Models (2026) · cites this paper as Farace et al., 2025
Engagement-driven interactions influence purchasing behaviour.
“highlighting the role of engagement-driven interactions in influencing purchasing behaviour”
From An Experimental Analysis of Gamification’s Impact on Customer Engagement and Retention in Subscription-Based Business Models (2026) · cites this paper as Farace et al., 2025
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Cites
Gamification of task performance with leaderboards: A goal setting experiment
Landers, R. N., Bauer, K. N., & Callan, R. C. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2015.08.008 · Cited by 474 · cited 1× · see citing works
“Some studies report positive effects of gamified individual activities on learning outcomes (e.g., Armstrong & Landers, 2017), user motivation (e.g., Landers et al., 2017), behavior (e.g., Rodrigues et al., 2016 ; Ruiz-Alba et al., 2019), and engagement (e.g., Eisingerich et al., 2019).”
Enhancing user engagement: The role of gamification in mobile apps
Bitrián, P., Buil, I., & Catalán, S. (2021) · Journal of Business Research · doi:10.1016/j.jbusres.2021.04.028 · Cited by 442 · see citing works
Growing Existing Customers’ Revenue Streams through Customer Referral Programs
Garnefeld, I., Eggert, A., Helm, S. V., & Tax, S. S. (2013) · Journal of Marketing · doi:10.1509/jm.11.0423 · Cited by 171 · see citing works
An Evaluation of Gamified Training: Using Narrative to Improve Reactions and Learning
Armstrong, M. B., & Landers, R. N. (2017) · Simulation & Gaming · doi:10.1177/1046878117703749 · Cited by 158 · see citing works
Imlig-Iten, N., & Petko, D. (2018) · Simulation & Gaming · doi:10.1177/1046878118779088 · Cited by 61 · see citing works
Flagged first, then by citations
Research works printed but not linked: 30
- Ciuchita, R., Heller, J., Köcher, S., Köcher, S., Leclercq, T., Sidaoui, K., & Stead, S. (2023). It is really not a game: An integrative review of gamification for service research. Journal of Service Research, 26(1), 3-20.
- Eisingerich, A. B., Marchand, A., Fritze, M. P., & Dong, L. (2019). Hook vs. hope: How to enhance customer engagement through gamification. International Journal of Research in Marketing, 36(2), 200-215.
- Gensler, S., Leeflang, P., & Skiera, B. (2012). Impact of online channel use on customer revenues and costs to serve: Considering product portfolios and self-selection. International Journal Research in Marketing, 29(2), 192-201.
- Golder, P. N., Dekimpe, M. G., An, J. T., van Heerde, H. J., Kim, D. S., & Alba, J. W. (2023). Learning from data: An empirics-first approach to relevant knowledge generation. Journal of Marketing, 87(3), 319-336.
- Groening, C., Wiggins, J., & Raoofpanah, I. (2021). Wish list thinking: The quasi-endowment effect's impact on online wish lists outcomes. Journal of Consumer Behaviour, 20(2), 412-425.
- Hamari, J., & Koivisto, J. (2015). Why do people use gamification services? International Journal of Information Management, 35(4), 419-431.
- Hammedi, W., Leclerq, T., & Van Riel, A. C. (2017). The use of gamification mechanics to increase employee and user engagement in participative healthcare services: A study of two cases. Journal of Service Management, 28(4), 640-661.
- Hammedi, W., Leclercq, T., & Steils, N. (2023). Gamification myopia: Satiation effects in gamified activi- ties. Journal of Service Research, 27(2), 213-230.
- Hofacker, C. F., De Ruyter, K., Lurie, N. H., Manchanda, P., & Donaldson, J. (2016). Gamification and mobile marketing effectiveness. Journal of Interactive Marketing, 34(1), 25-36.
- Hsieh, J. K., & Tseng, C. Y. (2018). Exploring social influence on hedonic buying of digital goods-online games' virtual items. Journal of Electronic Commerce Research, 19(2), 164-185.
- Huotari, K., & Hamari, J. (2017). A definition for gamification: Anchoring gamification in the service marketing literature. Electronic Markets, 27(1), 21-31.
- Jang, S., Kitchen, P. J., & Kim, J. (2018). The effects of gamified customer benefits and characteristics on behavioral engagement and purchase: Evidence from mobile exercise application uses. Journal of Business Research, 92, 250-259.
- Leclercq, T., Hammedi, W., & Poncin, I. (2018). The boundaries of gamification for engaging custom- ers: Effects of losing a contest in online co-creation communities. Journal of Interactive Marketing, 44(1), 82-101.
- Lemon, K. N., & Verhoef, P. C. (2016). Understanding customer experience throughout the customer journey. Journal of Marketing, 80(6), 69-96.
- Liu, D., Santhanam, R., & Webster, J. (2017). Toward meaningful engagement. MIS Quarterly, 41(4), 1011-1034.
- Manchanda, P., Packard, G., & Pattabhiramaiah, A. (2015). Social dollars: The economic impact of cus- tomer participation in a firm-sponsored online customer community. Marketing Science, 34(3), 367-387.
- Mou, Y., Ma, Y., Guo, D., & Ding, Z. (2025). Effect of platform gamification rewards on user stickiness. Management Decision, 63(3), 824-849.
- Popovich, D., & Hamilton, R. (2021). Intermediate choice lists: How product attributes influence purchase likelihood in a self-imposed delay. Journal of Retailing, 97(2), 251-266.
- Ruiz-Alba, J. L., Soares, A., Rodríguez-Molina, M. A., & Banoun, A. (2019). Gamification and entrepre- neurial intentions. Journal of Small Business and Enterprise Development, 26(5), 661-683.
- Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of human-computer Studies, 74, 14-31.
- Silva, J. H., Mendes, G. H., Teixeira, J. G., & Braatz, D. (2023). Gamification in the customer journey: A conceptual model and future research opportunities. Journal of Service Theory and Practice, 33(3), 352-386.
- Sreejesh, S., Ghosh, T., & Dwivedi, Y. K. (2021). Moving beyond the content: The role of contextual cues in the effectiveness of gamification of advertising. Journal of Business Research, 132, 88-101.
- Tanouri, A., Mulcahy, R., & Russell-Bennett, R. (2019). Transformative gamification services for social behavior brand equity: A hierarchical model. Journal of Service Theory and Practice, 29(2), 122-141.
- Torres, P., Augusto, M., & Neves, C. (2022). Value dimensions of gamification and their influence on brand loyalty and word-of-mouth: Relationships and combinations with satisfaction and brand love. Psychology & Marketing, 39(1), 59-75.
- Tsou, H. T., & Putra, M. T. (2023). How gamification elements benefit brand love: The moderating effect of immersion. Marketing Intelligence & Planning, 41(7), 1015-1036.
- Vega, E., & Camarero, C. (2024). Once upon a game: Boosting brand storytelling through gamification. Journal of Product & Brand Management, 33(6), 717-732.
- Verbeek, M. (2008). A guide to modern econometrics. Wiley.
- Whittaker, L., Mulcahy, R., & Russell-Bennett, R. (2021). Go with the flow' for gamification and sustain- ability marketing. International Journal of Information Management, 61, 102305.
- Yadav, M. S., De Valck, K., Hennig-Thurau, T., Hoffman, D. L., & Spann, M. (2013). Social commerce: A contingency framework for assessing marketing potential. Journal of Interactive Marketing, 27(4), 311-323.
- Yang, H., & Li, D. (2021). Understanding the dark side of gamification health management: A stress per- spective. Information Processing & Management, 58(5), 102649.
Cited by
Sorted by citations
Israfilzade, K., & Pathania, D. (2026) · Management of Organizations: Systematic Research · doi:10.2478/mosr-2026-0005
“The study (Farace et al., 2025), based on quasi-experimental field data from 4,896 e-commerce users over two years, reveals that socially gamified behaviours significantly increase monetary outcomes, with liking and sharing activities leading to notable increases in spen ding per purchase occasion…”
- Authors
- Farace, S., Montaguti, E., Valentini, S., & Zammit, A.
- Affiliations
- University of Bologna (IT)
- Bocconi University (IT)
- Corresponding author
- Farace, Stefania
- Venue
- Italian Journal of Marketing
- Published
- 2025-10-15
- Volume
- 2025
- Issue
- 4
- Pages
- 331-354
- ISSN
- 2662-3323 (ISSN-L)
- 2662-3331
- OpenAlex
- W4415230741
- Cited by
- 2
- References
- 5
- Citations by year
- 2026: 2
- FWCI
- 3.48
- Type
- journal article
- Language
- en
- Open access
- hybrid
- doi.org
- Locations
- Italian Journal of Marketing (publishedVersion, cc-by)
- Archivio istituzionale della ricerca (Alma Mater Studiorum Università di Bologna) (submittedVersion, cc-by)
- Funders
- Alma Mater Studiorum - Università di Bologna
- Topics
- Social Sciences › Sociology and Political Science › Digital Marketing and Social Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Business, Management and Accounting › Marketing › Consumer Market Behavior and Pricing
- Keywords
- gamification, consumer behavior, e-commerce revenue, customer engagement, purchase frequency, consumer spending, wish lists, social media engagement, product reviews, customer journey
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review