Journals / İstanbul Arel Üniversitesi İletişim Çalışmaları Dergisi / 2022 / Cilt: 10 - Sayı: 21

A Case Study on the Implementation of Targeted Effect Levels on Gamification in the Context of Marketing Communication

Oyunlaştırmada Hedeflenen Etki Düzeylerinin Pazarlama İletişimi Bağlamında Kullanımı Üzerine Bir İnceleme

Pages
113–135
Publication Date
2022-06-29
DOI
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AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

During the gamification process, the "customer" progressed through several levels of influence, first becoming a "user" and then a "player." It has been revealed that gamification is maintainable in the loyalty program, which targets the values stage as the level of effect, because the product sold by the brand and the product given as gifts are the same.

📌 3 Key Takeaways

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Objective & Hypothesis:The research used the "Starbucks Reward" gamification to examine the stages of gamification in the field of marketing communication.
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Key Findings & Data:It has been tried to find how gamification is used as a channel in the field of marketing communication and how the brand, which has targeted the top step of the effect level pyramid, converts its "customer" into a "player." It can be seen that this gamification, which the brand designed as a loyalty program, targets the "values" stage, which is the highest step of the effect level pyramid.
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Conclusion & Impact:During the gamification process, the "customer" progressed through several levels of influence, first becoming a "user" and then a "player." It has been revealed that gamification is maintainable in the loyalty program, which targets the values stage as the level of effect, because the product sold by the brand and the product given as gifts are the same.
🔬Design:Research Article
📍Scope:Comprehensive Sample
⚙️Variables:Oyunlaştırma · Etki Düzeyleri · Pazarlama İletişimi

Abstract

The research used the "Starbucks Reward" gamification to examine the stages of gamification in the field of marketing communication. It has been tried to find how gamification is used as a channel in the field of marketing communication and how the brand, which has targeted the top step of the effect level pyramid, converts its "customer" into a "player." It can be seen that this gamification, which the brand designed as a loyalty program, targets the "values" stage, which is the highest step of the effect level pyramid. The type of "achievers" suitable with the brand's core audience is targeted, according to Bartle's taxonomy. It uses the "product" system, according to the SAPS reward system. According to the study's key findings, even though the gamification design initiated within a mobile application, the "awareness and knowledge" effect levels were applied in the field where marketing communication tools are used. During the gamification process, the "customer" progressed through several levels of influence, first becoming a "user" and then a "player." It has been revealed that gamification is maintainable in the loyalty program, which targets the values stage as the level of effect, because the product sold by the brand and the product given as gifts are the same.

Özet

Çalışmada pazarlama iletişimi alanında oyunlaştırmanın etki düzeylerine göre aşamaları “Starbucks Ödül” oyunlaştırması üzerinden incelenmiştir. Oyunlaştırmanın pazarlama iletişimi alanında bir kanal olarak nasıl kullanıldığı ve etki düzeyi piramidinin en üst adımını hedeflemiş olan markanın “müşterisini” bir “oyuncuya” nasıl dönüştürdüğünün aşamaları tespit edilmeye çalışılmıştır. Markanın sadakat kampanyası olarak tasarladığı bu oyunlaştırma ile etki düzeyi piramidinin en üst basamağı olan “değerler” aşamasını hedeflediği görülmüştür. Bartle taksonomisine göre, oyuncu türlerinden marka hedef kitlesi ile uyumlu “başaranlar” tipi hedeflenmiştir. SAPS ödül sistemine göre ise “ürün” sistemi kullanmaktadır. Çalışmada elde edinilen temel bulgulara göre; oyunlaştırma tasarımı bir mobil uygulama içerisinden başlatılmış olsa da “farkındalık ve bilgi” etki düzeyleri pazarlama iletişimi araçlarının kullanıldığı alanda hayata geçirilmiştir. Oyunlaştırma sürecinde farklı etki aşamaları boyunca “müşteri”; öncelikle “kullanıcıya” daha sonra “oyuncuya” dönüştürülmüştür. Değerler aşamasını etki düzeyi olarak hedefleyen sadakat kampanyasında markanın sattığı ürün ile hediye ettiği ürün aynı olduğu için oyunlaştırmanın sürdürülebilir olduğu görülmüştür.

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Cite This Article

ESGİN, Y. (2022). A Case Study on the Implementation of Targeted Effect Levels on Gamification in the Context of Marketing Communication. İstanbul Arel Üniversitesi İletişim Çalışmaları Dergisi, Cilt: 10 - Sayı: 21, 113–135. https://ajindex.com/articles/771425

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