Cited by 2Digital Marketing and Social MediaEducational Games and GamificationConsumer Market Behavior and Pricing

How does gamification affect customer behavior and revenue?

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Farace, Stefania, Montaguti, Elisa, Valentini, Sara, Zammit, Alessandra·2025·Italian Journal of Marketing

Abstract

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.

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Cited by

Sorted by citations

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
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

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