Cited by 27Educational Games and GamificationCustomer Service Quality and LoyaltyDigital Marketing and Social Media

The impact of gamified loyalty programmes on customer engagement behaviours. A hotel industry application

Open access
Bravo, Rafael, Catalán, Sara, Pina, José Miguel·2023·Journal of Hospitality and Tourism Technology

Abstract

Purpose: This paper aims to examine the differential effects of gamified loyalty programmes and conventional loyalty programmes on customer engagement behaviours. Design/methodology/approach: A 2 × 2 × 2 experiment was conducted that manipulated gamification (gamified vs non-gamified), reward levels (high vs low) and reward type (economic vs social). Data collected from a sample of 315 individuals were analysed through partial least squares and tests of means. Findings: Gamification can improve the attractiveness of loyalty programmes by influencing perceptions of playfulness and reward satisfaction. In fact, gamification lowers the importance that customers attach to reward levels. As a result, customers perceive higher hedonic and utilitarian value, which positively influences their engagement behaviours. Originality/value: To the best of the authors’ knowledge, this study is one of the first studies to attempt to empirically analyse whether incorporating gamification into loyalty programmes influences customer engagement behaviours in the hospitality context.

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.

A few free checks a day · papers already verified open instantly · results are public

Integrity signals

Registry

Crossref · 10.1108/jhtt-02-2022-0033

Cites

2 of 2 references verified0 citation errors · 0 not checkable

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.

A few free checks a day · papers already verified open instantly · results are public

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?

  • Experimental evidence from Bravo et al. (2023) shows that gamification enhances perceived playfulness and reward satisfaction, which in turn increases user engagement behaviours and interaction frequency.

    “Experimental evidence by Bravo et al. (2023), based on a controlled study with 315 participants comparing gamified and non-gamified loyalty programs, shows that gamification enhances perceived playfulness and reward satisfaction, which in turn increases user engagement behaviours and interaction frequency.”

    From An Experimental Analysis of Gamification’s Impact on Customer Engagement and Retention in Subscription-Based Business Models (2026) · cites this paper as Bravo et al. (2023)

    The Experimental design and participant sections describe a gamified-versus-non-gamified comparison with 315 participants. The results report higher perceived playfulness and reward satisfaction with gamification, and link those perceptions through perceived hotel value to engagement measures such as booking intentions, word of mouth and referrals. The paper does not report increased interaction frequency, and its engagement measures should not be presented as observed behaviour. (LLM, conf=0.87)

    Experimental — accuracy not yet measured

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

Flagged first, then by citations

Research works printed but not linked: 33

  1. Aguiar-Castillo, L., Rajendra-Teli, S. and Perez-Jimenez, R. (2023), "Gamification and proenvironmental performance: could tourists return home with more sustainable habits?", Journal of Hospitality and Tourism Technology, Vol. 14 No. 3, pp. 444-459, doi: 10.1108/JHTT-06-2022-0161. · DOI
  2. Bitrián, P., Catalán, S. and Marchan, J. (2022), "Boosting brand engagement and loyalty through gamified loyalty programmes", UCJC Business and Society Review, Vol. 19 No. 4, doi: 10.3232/UBR.2022.V19.N4. · DOI
  3. Blau, P. (1964), Exchange and Power in Social Life. Wiley, New York, NY.
  4. Bravo, R., Catalán, S. and Pina, J.M. (2021), "Gamification in tourism and hospitality review platforms: How to R.A.M.P. up users' motivation to create content", International Journal of Hospitality Management, Vol. 99, pp. 1-16, doi: 10.1016/j.ijhm.2021.103064. · DOI
  5. Bravo, R., Martinez, E. and Pina, J. M. (2019), "Effects of service experience on customer responses to a hotel chain", International J4ournal of Contemporary Hospitality Management, Vol. 31 No. 1, pp. 389-405, doi: 10.1108/ijchm-09-2017- 0569. · DOI
  6. Carlson, J., Rahman, M., Taylor, A. and Voola, R. (2019), "Feel the VIBE: examining value-in-the-brand-page-experience and its impact on satisfaction and customer engagement behaviours in mobile social media", Journal of Retailing and Consumer Services, Vol. 46, pp. 149-162, doi: 10.1016/j.jretconser.2017.10.002. · DOI
  7. Chen, Y., Mandler, T. and Meyer-Waarden, L. (2021), "Three decades of research on loyalty programmes: A literature review and future research agenda", Journal of Business Research, Vol. 124, pp. 179-197, doi: 10.1016/j.jbusres.2020.11.057. · DOI
  8. Dedeoglu, B., Bilgihan, A., Ye, B., Buonincontri, P. and Okumus, F. (2018), "The impact of servicescape on hedonic value and behavioural intentions: The importance of previous experience", International Journal of Hospitality Management, Vol. 72, pp. 10-20, doi: 10.1016/j.ijhm.2017.12.007. · DOI
  9. Grace, D. and O'Cass, A. (2004), "Examining service experiences and post- consumption evaluations", Journal of Services Marketing, Vol. 18 No. 6, pp. 450-461, doi: 10.1108/08876040410557230. · DOI
  10. Högberg, J., Ramberg, M.O., Gustafsson, A. and Wästlund, E. (2019), "Creating brand engagement through in-store gamified customer experiences", Journal of Retailing and Consumer Services, Vol. 50, pp. 122-130, doi: 10.1016/j.jretconser.2019.05.006 · DOI
  11. Hollebeek, L.D., Das, K. and Shukla, Y. (2021), "Game on! How gamified loyalty programmes boost customer engagement value", International Journal of Information Management, Vol. 61, pp. 1-10, doi: 10.1016/j.ijinfomgt.2021.102308. · DOI
  12. Hwang, J. and Choi, L. (2020), "Having fun while receiving rewards?: exploration of gamification in loyalty programmes for consumer loyalty", Journal of Business Research, Vol. 106, pp. 365-376, doi: 10.1016/j.jbusres.2019.01.031. · DOI
  13. Itani, O.S., El Haddad, R. and Kalra, A. (2020), "Exploring the role of extrovert- introvert customers' personality prototype as a driver of customer engagement: does relationship duration matter?", Journal of Retailing and Consumer Services, Vol. 53, doi: 10.1016/j.jretconser.2019.101980. · DOI
  14. Jang, S. and Kim, J. (2022), "Enhancing exercise visitors' behavioral engagement through gamified experiences: A spatial approach", Tourism Management, Vol. 93, 104576, doi: 10.1016/j.tourman.2022.104576. · DOI
  15. Kamboj, S., Matharu, M., Lim, W., Ali, F. and Kumar, S. (2022), "Consumer adoption of green hotels: understanding the role of value, innovation and involvement", Journal of Hospitality Marketing & Management, Vol. 31, pp. 819-849, doi: 10.1080/19368623.2022.2071370. · DOI
  16. Koivisto, J. and Hamari, J. (2019), "The rise of motivational information systems: A review of gamification research", International Journal of Information Management, Vol. 45, pp. 191-210, doi: 10.1016/j.ijinfomgt.2018.10.013. · DOI
  17. Kumar, V. and Pansari, A. (2016), "Competitive advantage through engagement", Journal of Marketing Research, Vol. 53 No. 4, pp. 497-514, doi: 10.1509/jmr.15.0044. · DOI · Paper page
  18. Lee, W. and Lu, L. (2023), "Designing gamified interactions with self-service technology at restaurants", International Journal of Hospitality Management, Vol. 113, 103503, https://doi.org/10.1016/j.ijhm.2023.103503. · DOI
  19. Lee, J., Tsang, N. and Pan, S. (2015), "Examining the differential effects of social and economic rewards in a hotel loyalty program", International Journal of Hospitality Management, Vol. 49, pp. 17-27, doi: 10.1016/j.ijhm.2015.05.003. · DOI
  20. Li, S. (2021), "Linking servicescape and customer engagement: An investigation in the hotel context", International Journal of Hospitality Management, Vol. 94, 102880, doi: doi.org/10.1016/j.ijhm.2021.102880. · DOI
  21. Lim, W., Rasul, T., Kumar, S. and Ala, M. (2022), "Past, present, and future of customer engagement", Journal of Business Research, Vol. 40, pp. 439-456, doi: 10.1016/j.jbusres.2021.11.014. · DOI
  22. Melancon, J.P., Noble, S.M. and Noble, C.H. (2011), "Managing rewards to enhance relational worth", Journal of the Academy of Marketing Science, Vol. 39, pp. 341-362, doi: 10.1007/s11747-010-0206-5. · DOI
  23. Meyer-Waarden, L., Bruwer, J. and Galan, J.P. (2023), "Loyalty programs, loyalty engagement and customer engagement with the company brand: Consumer-centric behavioral psychological insights from three industries", Journal of Retailing and Consumer Services, Vol. 71, 103212, doi: 10.1016/j.jretconser.2022.103212. · DOI
  24. Moon, J.W. and Kim, Y.G. (2001), "Extending the TAM for a World-Wide-Web context", Information & Management, Vol. 38, pp. 217-230, doi: 10.1016/S0378- 7206(00)00061-6. · DOI · Paper page
  25. Moro, S. and Stellacci, S. (2023), "The role of badges to spur frequent travelers to write online reviews", Journal of Hospitality and Tourism Technology, Vol. 14 No. 2, pp. 69- 82, doi: 10.1108/JHTT-05-2021-0156. · DOI
  26. Nunnally, J.C. and Bernstein, I.H. (1994), Psychometric Theory, McGraw-Hill, New York, NY.
  27. Pansari, A. and Kumar, V. (2017), "Customer engagement: the construct, antecedents, and consequences", Journal of the Academy of Marketing Science, Vol. 45, pp. 294- 311, doi: 10.1007/s11747-016-0485-6. · DOI
  28. Parapanos, D. and Michopoulou, E. (2023), "Innovative mobile technology in hotels and the use of gamification", Tourism Planning & Development, Vol. 20 No. 2, pp. 162-187, doi: 10.1080/21568316.2022.2107563. · DOI
  29. Pasca, M.G., Renzi, M.F., Di Pietro, L. and Mugion, R.G. (2021), "Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review", Journal of Service Theory and Practice, Vol. 31 No. 5, pp. 691-737, doi: 10.1108/JSTP-05-2020-0094. · DOI
  30. Rita, P., Borges-Tiago, M.T. and Caetano, J. (2023), "The theory-practice research gains from big data: evidence from hospitality loyalty programs", International Journal of Contemporary Hospitality Management, in press, doi: 10.1108/IJCHM-05-2022- 0646. · DOI
  31. Shi, S., Leung, W. and Munelli, F. (2022), "Gamification in OTA platforms: A mixed- methods research involving online shopping carnival", Tourism Management, Vol. 88, 104426, doi: 10.1016/j.tourman.2021.104426. · DOI
  32. Wu, B. and Yang, W. (2018). "What do Chinese consumers want? A value framework for luxury hotels in China", International Journal of Contemporary Hospitality Management, Vol. 30 No. 4, pp. 2037-2055, doi: 10.1108/IJCHM-08-2016-0466. · DOI
  33. Yi, Y. and Jeon, H. (2003), "Effects of loyalty programmes on value perceptions, program loyalty and brand loyalty", Journal of the Academy of Marketing Science, Vol. 31 No. 3, pp. 229-240, doi: 10.1177/0092070303031003002. · DOI

Cited by

Sorted by citations

Authors
Bravo, R., Catalán, S., & Pina, J. M.
Affiliations
Universidad de Zaragoza (ES)
Venue
Journal of Hospitality and Tourism Technology
Publisher
Emerald
Published
2023-08-15
Volume
14
Issue
5
Pages
925-940
ISSN
1757-9880 (ISSN-L)
OpenAlex
W4385785757
Cited by
27
References
2
Citations by year
2026: 14 · 2025: 7 · 2024: 6
FWCI
13.13
Type
journal article
Language
en
Open access
Locations
  • Journal of Hospitality and Tourism Technology (publishedVersion)
  • Zaguan (University of Zaragoza Repository) (submittedVersion, cc-by-nc)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Business, Management and Accounting › Organizational Behavior and Human Resource Management › Customer Service Quality and Loyalty
  • Social Sciences › Sociology and Political Science › Digital Marketing and Social Media
Keywords
gamification, loyalty programs, customer engagement, hotel industry, playfulness, reward satisfaction, hedonic and utilitarian value, customer loyalty

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