Skip to main content

A Serious Game as a Market Research Method for Purchase Decision Processes

  • Chapter
  • First Online:
Gamification

Part of the book series: Progress in IS ((PROIS))

  • 10k Accesses

Abstract

Over the past few years games, and gamification have become increasingly widespread in numerous business sectors. The serious game introduced in this chapter is designed as a qualitative market research method, thereby showing a comparatively new field of application for games. It can be used in place of classical qualitative methods, such as focus groups or interviews. It reduces the weaknesses of such techniques, whilst simultaneously using the advantages of game thinking. The game maps the information search during a purchase decision process and enables the probands to play their individual information search process. During this procedure, they reveal valuable insights into their needs. These insights could help organisations to influence their customers at the relevant touch points during the decision process.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 149.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 199.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 199.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Abt, C. C. (1987). Serious games. Lanham: University Press of America.

    Google Scholar 

  • Belz, C., Huber, D., Okonek, C., & Rutschmann, M. (2011). Reales Kundenverhalten—Reales marketing. In C. Belz (Ed.), Innovationen im Kundendialog (pp. 107–123). Wiesbaden: Gabler.

    Chapter  Google Scholar 

  • Berlyne, D. E. (1969). Laughter, humor, and play. In G. Lindzey & E. Aronson (Eds.), The handbook of social psychology (pp. 795–852). Reading: Addison-Wesley.

    Google Scholar 

  • Boateng, W. (2012). Evaluating the efficacy of focus group discussion (FGD) in qualitative social research. International Journal of Business & Social Science, 3(7), 54–57.

    Google Scholar 

  • Case, D. O. (2012). Looking for information: A survey of research on information seeking, needs, and behavior (3rd ed.). Bingley, UK: Emerald Group Pub.

    Google Scholar 

  • Chen, J. (2007). Flow in games (and everything else). Communications of the ACM, 50(4), 31–34.

    Article  Google Scholar 

  • Cheong, C., Cheong, F., & Filippou, J. (2013). Quick quiz: A gamified approach for enhancing learning. In PACIS 2013 Proceedings, Paper 206.

    Google Scholar 

  • Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York: HarperCollins.

    Google Scholar 

  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. E. (2011a). From game design elements to gamefulness: Defining “Gamification.” In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9–15).

    Google Scholar 

  • Deterding, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011b). Gamification: Toward a definition. In CHI 2011 Gamification Workshop Proceedings (pp. 6–9).

    Google Scholar 

  • Diller, H. (2007). Grundprinzipien des Marketing (2nd ed.). Nürnberg: GIM-Verlag.

    Google Scholar 

  • Füller, J., & Hutter, K. (2012). „Im Spiel liegt die Wahrheit“ – Games zur Insights-Generierung. Marketing Review St. Gallen, 29(2), 26–32.

    Article  Google Scholar 

  • Fullerton, T. (2008). Game design workshop: A playcentric approach to creating innovative games. Amsterdam, Boston: Elsevier Morgan Kaufmann.

    Google Scholar 

  • Halan, S., Rossen, B., Cendan, J., & Lok, B. (2010). High score!—Motivation strategies for user participation in virtual human development. In J. Allbeck, N. Badler, T. Bickmore, C. Pelachaud & A. Safonova (Eds.), Intelligent virtual agents (pp. 482–488). Berlin, Heidelberg: Springer.

    Google Scholar 

  • Heinemann, G. (2012). Der neue Online-Handel: Erfolgsfaktoren und Best Practices. Wiesbaden: Gabler.

    Google Scholar 

  • Heinemann, G. (2013). No-Line-Handel höchste Evolutionsstufe im Multi-Channeling. Wiesbaden: Springer Gabler.

    Google Scholar 

  • Janke, K. (2012). Die neue Lust am Mitmachen. In mafo 2012 (pp. 8–10).

    Google Scholar 

  • MacElroy, W., & Gray, M. (2003). IMRO online survey satisfaction research: A pilot study of salience-based respondent experience modeling. Journal of Online Research, 1–17.

    Google Scholar 

  • Munzinger, U., & Wenhart, C. (2012). Markenerleben messen, managen, maximieren. In U. Munzinger & C. Wenhart (Eds.), Marken erleben im digitalen Zeitalter (pp. 147–167). Wiesbaden: Springer Fachmedien.

    Chapter  Google Scholar 

  • Plennert, S., & Robra-Bissantz, S. (2014). Ein Serious Game als neue qualitative Erhebungsmethode für die Customer Journey beim Automobilkauf. In Informatik 2014 - Big Data - Komplexität meistern (pp. 383–398).

    Google Scholar 

  • Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. Cambridge, Mass: MIT Press.

    Google Scholar 

  • Sawyer, B., & Smith, P. (2008). Serious games taxonomy. In Game Developers Conference. http://www.dmill.com/presentations/serious-games-taxonomy-2008.pdf. Accessed August 29, 2014.

  • Schell, J. (2008). The art of game design: A book of lenses. Amsterdam, Boston: Elsevier Morgan Kaufmann.

    Google Scholar 

  • Singer, E., Groves, R. M., & Corning, A. D. (1999). Differential incentives: Beliefs about practices, perceptions of equity and effects on survey participation. The Public Opinion Quarterly, 63(2), 251–260.

    Article  Google Scholar 

  • TNS Infratest. (2010). Digital life 2010. http://2010.tnsdigitallife.com. Accessed December 18, 2014.

  • van Douwe, U. (2011). Kundenzufriedenheit fortwährend oder retrospektiv analysieren (Teil 2). Research & Results, 5, 30–32.

    Google Scholar 

  • van Someren, M. W., Barnard, Y. F., & Sandberg, J. A. C. (1994). The think aloud method: A practical guide to modelling cognitive processes. London: Academic Press.

    Google Scholar 

  • Wellner, A. S. (2003). The new science of focus groups. American Demographics, 25(2), 29–33.

    Google Scholar 

  • Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Philadelphia: Wharton Digital Press.

    Google Scholar 

  • Witt, M., & Robra-Bissantz, S. (2012). Sparking motivation and creativity with “Online Ideation Games”. In GI-Jahrestagung (pp. 1006–1023).

    Google Scholar 

  • Witt, M., Scheiner, C., & Robra-Bissantz, S. (2011). Gamification of online idea competitions: Insights from an explorative case. In H.-U. Heiss (Ed.), Informatik 2011. Ges. für Informatik: Bonn.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Silke Plennert .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 Springer International Publishing Switzerland

About this chapter

Cite this chapter

Plennert, S. (2017). A Serious Game as a Market Research Method for Purchase Decision Processes. In: Stieglitz, S., Lattemann, C., Robra-Bissantz, S., Zarnekow, R., Brockmann, T. (eds) Gamification. Progress in IS. Springer, Cham. https://doi.org/10.1007/978-3-319-45557-0_8

Download citation

Publish with us

Policies and ethics