Int. Journal of Business Science and Applied Management, Volume 20, Issue 3, 2025
Unlocking the Power of Gamification for Customer
Engagement: A Review and Research Agenda
Diksha Panwar
Amity Business School, Amity University
Uttar Pradesh Greater Noida, 201310, India
Tel: +919917895007
Email: dikshapanwar9090@gmail.com
Sailaja Bohara
Amity Business School, Amity University
Uttar Pradesh Greater Noida, 201310, India
Tel: +919760330185
Email: shailja.bohara002@gmail.com
Shivendra Singh Chaudhary
Amity Business School, Amity University
Uttar Pradesh Greater Noida, 201310, India
Tel: +919910215085
Email: shivendra12@gmail.com
Amitabh Bhargava
Amity Business School, Amity University
Uttar Pradesh Greater Noida, 201310, India
Tel: +919828513322
Email: bhargava.amitabh1@gmail.com
Sonam Rani
Amity College of Commerce and Finance, Amity University
Uttar Pradesh Greater Noida, 201310, India
Tel: +918171345421
Email: sonamrani0908@gmail.com
Abstract
Gamification has emerged as a potent strategy for boosting consumer engagement in marketing over recent
years. This research synthesizes existing literature to pinpoint gaps and propose a future research agenda. A
systematic literature review and bibliometric analysis of 43 Scopus-indexed articles from 2014 to 2024
revealed the evolution of gamification research, key theoretical frameworks, influential authors, highly cited
works, and leading countries in the field. The findings highlight gamification’s ability to transcend traditional
marketing, fostering dynamic consumer interactions in digital environments. The study organizes the
literature by theory, context, characteristics, and methodology, identifying underexplored areas such as cross-
cultural applications and advanced analytics. This work provides business and management scholars with a
comprehensive overview of gamification’s role, offering actionable insights for marketers to enhance
engagement strategies. It also sets a clear research agenda to guide future studies in addressing untapped
areas and refining existing models, advancing the field of gamification in marketing.
Keywords: gamification in marketing, customer engagement, marketing and society, communities,
technology and innovation
Diksha Panwar, Sailaja Bohara, Shivendra Singh Chaudhary, Amitabh Bhargava, Sonam Rani
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Copyright: The Author(s) - This paper is published by the International Journal of Business Science and
Applied Management under a Creative Commons Attribution 4.0 International Licence. Our journal is an
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this paper and our journal, please visit our website.
Submitted: 2025-04-15 / Accepted: 2025-07-30 / Published: 2025-10-14
Int. Journal of Business Science and Applied Management / Business-and-Management.org
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1. INTRODUCTION
Over the past decade, gamification has emerged as a powerful strategy for enhancing customer retention
and engagement, gathering significant attention in both business and academia. Gamification has been
defined as the integration of game elements into non-game contexts (Deterding et al., 2011). It has been
widely adopted across diverse industries to foster engagement, as in the education sector (e.g., Hakulinen et
al., 2013), health (e.g., Hamari & Koivisto, 2015), marketing (e.g., Terlutter & Capella, 2013), and teamwork
(e.g., Marlow et al., 2016). Beyond driving sales and profits, gamification enhances customer engagement
through interactive experiences, it strengthens brand recognition, and fosters long-term customer loyalty
(e.g., Hamari et al., 2014; Yang et al., 2017). These applications underline gamification’s ability to enhance
customer interactions, providing a foundation for a deeper exploration of its theoretical and practical
implications.
Gamification’s growing adoption is reshaping consumer behaviour and organizational strategies by
leveraging game elementssuch as points, rewards, challenges, and leaderboardsto enhance customer
engagement, defined as the strength of customers’ interactions with brands across platforms (Brodie et al.,
2011). These elements foster such behaviours as product acceptance and brand loyalty across marketing,
retail, digital services, and mobile applications (Hamari et al., 2014; Hofacker et al., 2016). Research
highlights gamification’s role in nurturing user interaction, emotional involvement, and loyalty (Xi &
Hamari, 2019; Koivisto & Hamari, 2019). According to a Markets and Markets report, the gamification
market, valued at $9.1 billion in 2020, is projected to reach $30.7 billion by 2025, reflecting a compound
annual growth rate (CAGR) of 27.4%. This growth is driven by strategies that recognize and reward success,
offer appealing incentives, and promise higher returns on investment. Despite this progress, existing literature
lacks a comprehensive, structured review that systematically captures the academic foundations and thematic
evolution of gamification in customer engagement.
Previous studies involves critical limitations. For example, Mishra and Malhotra (2021) examined in-
game advertising’s psychological effects but focused on empirical findings without synthesizing the broader
gamification literature. Similarly, Whittaker et al. (2021) explored gamification in sustainable marketing, and
Kunkel et al. (2023) investigated motivational affordances in mobile apps, yet both have a narrow contextual
and methodological scope. Tobon et al. (2020) conducted a bibliometric study using SciMAT to explore
gamification and online customer decisions but failed to provide a structured framework integrating theory,
context, constructs, and methods. Recent studies by Saxena et al. (2023) and Tsai (2024) highlight gaming
mechanics and brand congruity’s impact on consumer behaviour but focus on specific cases without offering
a field-wide perspective. None of these studies adopt a systematic review framework that traces
gamification’s conceptual evolution or integrates the Theory, Context, Constructs, and Methodology
(TCCM) framework (Paul & Rosado-Serrano, 2019). This gap limits our understanding of gamification’s
theoretical foundations, applications, and methodological approaches in relation to customer engagement.
Additionally, prior reviews often lack transparent criteria for literature selection, hindering efforts to map
influential authors, journals, institutions, and countries.
To address these gaps, this study combines bibliometric analysis with the TCCM framework to provide
a holistic understanding of gamification’s role in customer engagement. This approach visualizes thematic
structures and citation networks while categorizing the literature by theoretical foundations, research
contexts, key constructs, and methodologies. By doing so, it offers deep insights into the fragmented
gamification landscape and identifies underexplored areas for future research. The study addresses key
research questions: Which authors, articles, journals, and countries have significantly contributed to
gamification in customer engagement? What thematic areas and research domains dominate the field? Which
theories, contexts, constructs, and methods are prevalent, and what gaps within the TCCM framework offer
opportunities for future research?
This study provides a structured synthesis of the gamification literature, translating complex academic
information into a manageable format that clarifies theoretical developments, practical applications, and
methodological trends. For researchers, it offers a critical assessment of what drives consumer engagement,
how gamified experiences can be optimized, and where future research should focus. For practitioners, it
supports evidence-based decision-making to enhance customer interaction, loyalty, and satisfaction.
Ultimately, this review serves as a foundational resource for scholars and practitioners, enabling them to
leverage gamification to foster deeper, more sustained customer engagement.
The review is structured as follows: Section 1 introduces gamification. Section 2 details the
methodology, including the literature review, synthesis, and application of the TCCM framework. Section 3
Diksha Panwar, Sailaja Bohara, Shivendra Singh Chaudhary, Amitabh Bhargava, Sonam Rani
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presents a descriptive analysis of the articles. Section 4 applies the TCCM framework, analyzing its
components in the literature. Section 5 identifies future research areas within the TCCM framework. The
review concludes with implications and limitations.
2. METHODOLOGY
This study employs a systematic literature review as it classifies the methodology and characteristics
of the review process (Psomas, 2022). A systematic literature review is based on scientific and transparent
procedures to mitigate the possibility of bias (Paluri and Mishal, 2020). The preferred reporting tool for
systematic reviews and meta-analyses is PRISMA, which uses a scientific and systematic process to select papers
(Senna et al., 2021). This tool is used for the final selection of the research papers. The Tranfield et al. (2003)
three-stage model is used to conduct the systematic literature review. Intent-based targeting is used to choose
the keywords. For the scope of the literature review, the intent-based keywords (keywords which reflect the
underlying purpose or goal of the search query) are useful in searching the research papers on gamification
and Customer engagement. Non-intent-based keywords only reflect a topic, whereas intent-based keywords
incorporate a researcher's specific objective. Intent-based keywords help narrow down the search and not
only mention the topic but also focus on the relationship or effect being investigated, thereby improving the
relevance and quality of the sources retrieved.
According to (Shafqat et al. (2022), intent-based keyword strategies enhance academic search by
aligning search terms more closely with the research question, enabling more targeted literature discovery.
Stage I: planning the review
Prior to starting thereview, a panel comprised of five members, all from academia, was formed to guide in
the research process. The review panels primary role was to direct the process and exclude irrelevant papers not
associated with the study. The panel members also contributed to designing the process of review. It is essential
to delimit the literature’s size and support the review’s relevance based on previous studies. This stage laid the
foundation for investigating gamification’s role in engaging customers, with the search result shown in Table
1.
Table 1: Search results
Data Source
Search syntax
www. scopus. com
((TITLE-ABS-KEY ( gamification* OR gamified marketing* AND customer
engagement*) AND ( LIMIT-TO ( SUBJ-AREA, "Business, management &
accounting) OR LIMIT-TO ( SUBJ-AREA, "social-science" ) OR LIMIT-
TO ( SUBJ-AREA, "psychology" ) AND ( LIMIT-
TO ( DOCTYPE, "article" ) ) AND ( LIMIT-TO ( LANGUAGE, "English" ) )
Stage II
In this stage a detailed systematic review is conducted using the PRISMA tool (Moher et al., 2009; Paluri
& Mishal, 2020). The final selection of papers for the study is done using a five-stage procedure. The
PRISMA flow diagram is shown in Figure 1.
Stage III
Step 1: searching for the initial list of articles. We conducted a search in the Scopus database using the
keywords Gamification OR gamified marketing AND customer engagement to find relevant Gamification OR
gamified marketing AND customer engagement publications. The Scopus database yielded 182 results.
Step 2: screening. We screened the articles by reading the abstract, discussion, and conclusion of the
articles. The majority of the articles are associated with gamification marketing and customer engagement.
Our screening delivered 60 articles after removing the duplicate articles.
Step 3: retrieval. Finally, we reviewed the whole text of the screened articles and found 50 articles that we
included in our study. We obtained the retrieved articles by subtracting the total excluded articles from the
fully-screened articles.
Step 4: eligibility. The final 50 papers were rigorously examined to determine their eligibility.
Step 5: studies included in the review. The two authors thoroughly reviewed each article and identified 7
articles not relevant to gamification or gamification marketing. Finally, we were left with 43 articles for review.
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For the study R and Vosviewer was used. To highlight the current gaps in the literature and suggest
future research, the TCCM framework is used (Knight et al. (2004); Paul and Rosado-Serrano (2019), where
T stands for theory, C for context, C for characteristics and M for methodology)
Figure 1: The PRISMA flow diagram for the literature search on the factors that influence
cooperatives' performance.
3. ANALYSIS
Through rigorous content analysis and bibliometric methods, this study analyzed 43 Scopus-indexed
articles (2014–2024) to map the landscape of gamification in customer engagement using the TCCM
framework (Paul & Rosado-Serrano, 2019).
3.1 Publication Trend
The study of gamification as a field of knowledge has become relevant in all fields. Figure 2 shows the
total number of articles published every year and the average number of citations every year. The respective
number of articles published during the year relevant to our study, between 2014 and 2024 was 43: 1 in 2014,
1 in 2015, in 2016, 3, in 2018, 2, in 2020, 7; in 2021, it increased to 12; the highest number of articles
published was 14 in 2023. Therefore, in 2014, although the number of articles published was lower, the
average number of citations was high. Figure 3 shows the list of the Top 10 most productive countries, where
Portugal is the leading area, with a total contribution of 34 articles, India with 26, and China 14; table 2 shows
Diksha Panwar, Sailaja Bohara, Shivendra Singh Chaudhary, Amitabh Bhargava, Sonam Rani
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the Top 10 most cited countries, where the United Kingdom was leading with a total citation of 147, followed
by Spain, Portugal, China, and Australia with 144, 89, 88, and 70, respectively.
Figure 2: No. of articles and Avg. citations per year.
(Source- self-work of authors)
Figure 3: Publication trend of countries.
(Source- self-work of authors)
0
2
4
6
8
10
12
14
16
0.00
2.00
4.00
6.00
8.00
10.00
12.00
No. of Articles
Avg. Citation
years
No. of articles and Avg. Citation
Avg. Citations No. of Articles
0
5
10
15
20
25
30
35
40
No. of articles
Countries
Publication trend of countries
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Table 2: Most cited countries
(Source- self-work of authors)
Country
United Kingdom
Spain
Portugal
China
Australia
India
USA
Finland
Italy
Germany
3.2 The most influential author
The most influential authors are those who have produced high-quality work and helped the evolution
of research. The knowledge of influential authors is necessary for contributing to the specific subject.
Version-influenced authors contributed to the area of gamification, specifically. Table 3 shows the most
relevant influential authors in the gamification field. Of the 124 authors, the most relevant and influential
author is Dwivedi Y.K., who has an h-index of 134, from the UK. The most relevant and influential authors
are from the USA, the UK, India, and Portugal.
Table 3: The most influential authors
(Source- self-work of authors)
Authors
Articles
Institution
Country
H-Index
Lopes Jm
4
Miguel Torga Institute Of Higher Education
& University Of Beira Interior & NECE
Portugal
21
Gomes S
3
REMITResearch On Economics,
Management And Information
Technologies, Portucalense University
Portugal
15
Mishra S
3
Marketing Institute Of Management
Technology
India
21
Dwivedi Yk
2
Emerging Markets Research Centre
(Emarc), School Of Management, Swansea
University Bay Campus, Wales,
UK
134
Ghosh T
2
T.A.Pai Management Institute
India
13
Jain S
2
Indian Institute Of Management
Visakhapatnam
India
17
Kunkel T
2
School Of Sport, Tourism And Hospitality
Management, Temple University
USA
24
Lock D
2
Department Of Sport And Event
Management, Bournemouth University
UK
25
Rodrigues I
2
ISAGEuropean Business School
Portugal
6
Saxena G
2
Department Of Marketing, Institute Of
Management Technology
India
6
Diksha Panwar, Sailaja Bohara, Shivendra Singh Chaudhary, Amitabh Bhargava, Sonam Rani
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3.3 Most Appropriate sources & Most cited articles
This section identifies the primary publications and the most influential articles related to the study.
Table 4 lists the top 10 journals contributing to this field, while Table 5 highlights the most cited articles and
their thematic focus.
Table 4 presents the top 10 most appropriate sources. 5 articles are published in Sustainability, 3 in
Psychology and Marketing, 2 in Administrative Sciences, and 2 in Decision Support Systems. The most
relevant paper for the source field of gamification is made rather comprehensible. The cut-off limit of the top
10 citations was selected for the most influential articles published.
Table 4: Most relevant sources
(Source- self-work of authors)
Sources
Articles
Cite score (2023)
Sustainability (Switzerland)
5
6.8
Psychology And Marketing
3
11.9
Administrative Sciences
2
4.8
Decision Support Systems
2
14.5
Information Systems Research
2
9
International Journal Of Information
Management
2
52.5
International Journal Of Retail And
Distribution Management
2
8.5
Journal Of Business Research
2
20
Journal Of Retailing And Customer
Services
2
20.3
Marketing Intelligence And Planning
2
7.9
Table 5: Most cited articles in the field of gamification on customer engagement (Year 2014-2024)
(Source- self-work of authors)
Year
Title
Author
Journal
Total
Citations
2020
Gamification and
online customer
decisions: Is the game
over?
Sandra Tobon; José L. Ruiz-Alba;
Jesús García-Madariaga
Decision
Support Systems
112
2014
Gamification and the
online retail experience
Victoria Insley; Daniel Nunan
International
Journal of Retail
& Distribution
Management
110
2017
Gamification as a
platform for brand co-
creation experiences
Helena Nobre & André Ferreira
Journal of Brand
Management
75
2021
Go with the flow’ for
gamification and
sustainability
marketing
Lucas Whittaker, Rory Mulcahy,
Rebekah Russell-Bennett
International
Journal of
Information
Management
70
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9
2021
The gamification of in-
game advertising:
Examining the role of
psychological
ownership and
advertisement
intrusiveness
Sita Mishra , Gunjan Malhotra
International
Journal of
Information
Management
55
2020
Can gamification
increase customers’
engagement in fitness
apps? The moderating
role of
commensurability of
the game elements
Wenting Feng, Rungting Tu, Peishan
Hsieh
Journal of
Retailing and
Customer
Services
48
2015
Customer Engagement
in Value Co-Creation:
what Kind of Value it
creates for Company?
Zaneta Piligrimiene; Aiste Dovaliene;
Regina Virvilaite
Engineering
Economics
41
2021
Gamification via
mobile applications: A
longitudinal
examination of its
impact on attitudinal
loyalty and behavior
toward a core service
Thilo Kunkel, Daniel Lock, Jason P.
Doyle
Psychology &
Marketing
31
2021
Moving beyond the
content: The role of
contextual cues in the
effectiveness of
gamification of
advertising
S. Sreejesh, Tathagata Ghosh, Yogesh
K. Dwivedi
Journal of
Business
Research
30
2021
Does gamification
engage users in online
shopping?
Alejandro García-Jurado, Mercedes
Torres-Jiménez, Antonio L. Leal-
Rodríguez, Pilar Castro-González
Electronic
Commerce
Research and
Applications
25
Table 5 provides a list of the most highly cited papers on the gamification of customer engagement from
reputed peer-reviewed journals. The highly cited paper, “Gamification and online customer decisions: Is the
game over?”, published by Tobon S.; Ruiz-Alba J.L.; García-Madariaga J. in 2020, helps with understanding
more about gamification in the context of customer purchases. According to Insley V.; Nunan D.,
“Gamification and the online retail experience” is the 1st most cited, most informative article. This shows
that in the previous study the authors observed that if retailers made their online retail stores more “gamified”
and evolved new strategies, they would significantly alleviate the manifestation of undesirable conduct by
customers. Therefore, highly cited articles have shown the popular areas in the discipline.
Table 6: Distribution of research methodology
(Source- self-work of authors)
Method
Percentage
Case Study
4.65
Review
11.62
Interview
13.95
Structural Equation Modelling
30.23
Other
37.2
Diksha Panwar, Sailaja Bohara, Shivendra Singh Chaudhary, Amitabh Bhargava, Sonam Rani
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Table 6 presents an overview of the research methodology of previous studies for data collection and
analysis. The SEM method was the most used in this research methodology, with the following being
common method bias, and following the experimental study or DEMETAL with Interview methods or review
methods.
3.4 Keyword Co-occurrence Analysis
The keyword co-occurrence analysis was conducted using VOSviewer (Figure 4), and it offers an
inclusive summary of the conceptual landscape within gamification-related research on customer
engagement. In total, 5 clusters were formed that are represented by different colours. These keywords
provide some useful insight. The network reveals that constructs were used across multiple studies. The Red
colour cluster (cluster 1), dominated by keywords such as engagement, mobile apps, marketing, and in-game
advertising, indicates that gamification has been significantly studied within digital marketing and mobile
user experience situations. Though this area has bred substantial empirical work, it is predominantly grounded
in a limited set of theoretical models, suggesting a need for variance in conceptual frameworks. The blue
colour cluster (Cluster 2), such as customer engagement, affective commitment, and brand experience, shows
increasing interest in the psychological and relational facets of gamification, particularly in focusing on how
it influences long-term customer-brand relationships.
Less densely connected clusters (Cluster 3, green), including sustainability, consumer brand engagement,
co-creation, and online retail experience, indicate emerging areas of study. These focus on the potential of
gamification to drive developmental change and involve value creation in novel contexts. However, the
scarce linkages between these clusters indicate conceptual crumbling and a lack of amalgamation across
domains. Cluster 4, the Yellow colour cluster, connects co-creation and online retail experience. This shows
a potential interest in gamifications role in qualifying interactive customer participation through different
programs in e-commerce platforms. Cluster 5: Gamified Marketing (Purple colour cluster) is an isolated node
related to gamified marketing, which interrelates with themes in the red cluster but occurs as a distinct
conceptual category. This points toward the strategic use of game elements in digital campaigns. Despite
gamification being the central anchor of the network, the field appears classified, with limited theoretical
merging or cross-domain studies. This analysis underscores the need for future research to bridge isolated
clusters through interdisciplinary frameworks and to expand empirical investigations into under-represented
yet strategically important areas of application.
Figure 4: keyword co-occurrence analysis
(Source- self-work of authors)
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3.5 TCCM Analysis
The analysis provides a comprehensive overview of the gamification research related to customer
engagement. It primarily maps the frequency and relational structure of the terms used across different
studies. However, a deeper understanding of the above constructs is embedded within broader theoretical
frameworks, research contexts, or methodological approaches. To address this, the TCCM (Theory
ContextCharacteristicsMethodology) framework was employed as a complementary analytical tool. The
TCCM framework was introduced and implemented by Paul and Rosado-Serrano (2019). Indeed, the TCCM
model helps to structure the content and fill in the gaps in the existing literature. Figure 5 clearly represents
a summary of the TCCM framework for gamification.
3.5.1 Theoretical perspectives (T)
In order to better comprehend how gamification influences customer engagement and what theories were
utilized in prior studies, the theoretical framework is relevant. Previous studies focused more on topics like
"gamification and engagement" or "gamification and brand experience." To address this, a detailed manual
review of the selected articles was conducted in which each study’s abstract, introduction, and theoretical
sections was studied to identify the specific theories referenced. This process allowed us to classify studies
based on their alignment with established theories, thereby mapping the theoretical landscape of the
gamification literature in relation to customer engagement. Figure 5 illustrates the theories that have been
applied in previous studies. Connecting existing theories with data driven analysis or machine learning model
user beaviour can be particularly fruitful, so future research needs to blend exploration with theory-based
approaches. The self-determination theory proposed by Deci and Ryan (2000) posits that individuals need to
fulfill their three psychological needs (relatedness, autonomy, and competence) to function optimally. In the
present study, it was found that SDT (self-determination theory) serves as a foundational theory in various
research studies (Nobre H.; Ferreira A. (2017); Lopes J.M.; Gomes S.; Lopes P.; Silva A.; Lourenço D.;
Esteves D.; Cardoso M.; Redondo V. (2023); Syrjälä H.; Kauppinen-Räisänen H.; Luomala H.T.; Joelsson
T.N.; Könnölä K.; Mäkilä T. (2020); Tobon S.; Ruiz-Alba J.L.; García-Madariaga J. (2020)). Flow theory is
the second most commonly used theory in gamification research on customer engagement. This theory helps
researchers in making perceptions of the cognitive and emotional states of customers, allowing for the
optimization of customer experience through gamified marketing strategies (Rehman U.; Abbasi A.Z.; Ting
D.H.; Hassan M.; Khair N. (2024); Whittaker L.; Mulcahy R.; Russell-Bennett R.(2021); Hsu C.-L. (2023);
Jain S.; Mishra S.; Saxena G. (2023). Apart from this, other theories used are TAM, which explains the user
adoption of gamified systems by emphasizing the perceived ease of use and usefulness, informing the design
of engaging digital platforms (García-Jurado et al., 2021). Behavioural Economic theories highlight how
gamified incentives leverage cognitive biases and reward structures to influence customer decision-making
(Ghosh et al., 2022). Cognitive dissonance theory examines how gamification aligns conflicting attitudes to
enhance brand loyalty (Ghosh et al., 2022). Learning theory elucidates how gamified interactions facilitate
knowledge acquisition, supporting skill development in marketing contexts (Rodrigues et al., 2021).
However, there is more to explore in gamification research by incorporating various other theories.
3.5.2 Context perspective (C)
“Context” refers to the circumstances forming the research (Paul and Rosado-Serrano, 2019). In this
study, we have analyzed the countries and industries that have been used in the previous studies. Previous
studies have shown that Gamification has been explored in over 12 different countries, including the USA,
Portugal, India, the UK, Australia, Spain, Canada, China, Sweden, South Africa, and Taiwan. In the context
of industries, gamification research has been explored in retailing (Tsai P.-H.2024, Bidler M.; Zimmermann
J.; Schumann J.H.; Widjaja T. 2020), online shopping (Lopes J.M.; Gomes S.; Lopes P.; Silva A.; Lourenço
D.; Esteves D.; Cardoso M.; Redondo V. 2023, García-Jurado A.; Torres-Jiménez M.; Leal-Rodríguez A.L.;
Castro-González P.2021), health care (Cho I.; Kaplanidou K.; Sato S. 2021, Charry K.; Poncin I.; Kullak A.;
Hollebeek L.D.2024), and gaming (Pamuru V.; Khern-Am-Nuai W.; Kannan K. 2021, Lopes J.M.; Gomes
S.; Santos N.; Cussina H.; Vieira I.; Escudeiro M.; Maio L.; Magalhães Y. 2023). Therefore, there is an
opportunity to carry out research in other fields and different countries.
3.5.3 Characteristics perspective (C)
In this section of the analysis, the researchers examined the research on gamification that used theoretical
frameworks and synthesized the antecedents, mediators, or moderators, and outcomes. Abstracts, conceptual
frameworks, and results sections were carefully reviewed to determine how the constructs were positioned
Diksha Panwar, Sailaja Bohara, Shivendra Singh Chaudhary, Amitabh Bhargava, Sonam Rani
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in the study, whether as independent variables (antecedents), intervening mechanisms (mediators or
moderators), or dependent outcomes. Antecedents include gameful experience (GFUL), in-game advertising
(Mishra S.; Malhotra G. 2021), e-commerce, social media, social affordance, progression-based affordance
(Kunkel T.; Hayduk T.; Lock D. 2023), brand identification, self-expressiveness (Hsu C.-L. 2023),
augmented reality (Pamuru V.; Khern-Am-Nuai W.; Kannan K. 2021) fostering immersive and personalized
experiences in digital and retail contexts. Mediator and moderator constructs include perceived in-game
advertisement effectiveness, psychological ownership (Mishra S.; Malhotra G. 2021), gamified systems
(Tobon S.; Ruiz-Alba J.L.; García-Madariaga J. 2020), customer motivations and social comparisons (Ho
Y.-J.I.; Liu S.; Wang L. 2022), illustrating game elements (Bidler M.; Zimmermann J.; Schumann J.H.;
Widjaja T. 2020), customer experience (Sreejesh S.; Ghosh T.; Dwivedi Y.K. 2021). Based on the synthesis
of the literature, concerning outcomes, gamers' attitudes (Mishra S.; Malhotra G. 2021), online customer
decisions, customer engagement (Tobon S.; Ruiz-Alba J.L.; García-Madariaga J. 2020), perception
(Whittaker L.; Mulcahy R.; Russell-Bennett R. 2021), user behaviour, and an increased likelihood of
customers (Bidler M.; Zimmermann J.; Schumann J.H.; Widjaja T. 2020) are the most frequently studied
consequences. In future research, there is also a need to investigate the moderating effect of demographic
variables such as age, income, and gender on customer engagement. Future studies should prioritize empirical
studies using theoretical frameworks to examine user behaviour in gamification.
3.5.4 Methodology perspective (M)
In this section, articles are categorized according to the research approach utilized and the data analysis
methods employed in the literature. Figure 5 illustrates the distribution of research methods, complementing
the other frameworks. The most used methodology in the previous studies includes case analysis, review
papers, structural equation modelling, common method bias and interview (Nobre H.; Ferreira A. 2017; Lu
H.-P.; Ho H.-C. 2020; García-Jurado A.; Torres-Jiménez M.; Leal-Rodríguez A.L.; Castro-González P. 2021;
Cho I.; Kaplanidou K.; Sato S. 2021; Hsu C.-L. 2023 Aria, M., & Cuccurullo, C. (2017).). However, other
methods such as mixed-methods, longitudinal studies, and integrating quantitative surveys with qualitative
interviews remain unexplored in the area of study. Future research could also integrate mixed-method
approaches.
Figure 5: TCCM framework for gamification
(Source- self-work of authors)
Int. Journal of Business Science and Applied Management / Business-and-Management.org
13
These findings suggest that gamification enhances engagement through targeted game elements, offering
marketers tools to boost loyalty in digital retail. Future research should explore diverse theories, new
industries, and use mixed methods to address these gaps.
4. DISCUSSION AND FUTURE SCOPE OF STUDY
Content analysis of the selected Scopus-indexed articles (2014–2024) reveals limitations in gamification
research on customer engagement, analyzed through the TCCM framework (Paul & Rosado-Serrano, 2019).
Table 7 below summarizes the limitations and proposes the direction for future study .
The self-determination theory (SDT) and flow theory (e.g., Nobre & Ferreira, 2017; Whittaker et al.,
2021) dominate gamification’s impact on motivation but limits investigation of alternate frameworks like
Fogg’s Behavior Model (FBM) or UTAUT, which could clarify behavioural and technology acceptance
(Fogg, 2002; Venkatesh et al., 2003). The narrow theoretical focus can lead to nuanced marketing
applications. Previous research concentrates on industries like retail and online shopping in countries like
Portugal and India (e.g., Tsai, 2024; Bidler et al., 2020), whereas industries like education and regions like
Africa remain underexplored. This confines gamifications applicability to diverse markets, especially post-
COVID digital contexts. Antecedents (like gameful experiences driving engagement and brand loyalty), are
mediated by psychological ownership (e.g., Mishra & Malhotra, 2021). However, demographic factors (e.g.,
age, gender) are not taken as moderators and cultural factors (e.g., Hofstede’s dimensions) that hinder
strategies for global audiences. Structural equation modelling (30.23%) is the most used methodology, with
mixed methods underutilized (Table 6). This limits comprehensive insights related to user behaviour across
contexts.
These constraints highlight opportunities for marketers to use gamification for personalized engagement
(e.g., AI-driven experiences) and for researchers to explore interdisciplinary theories, new industries, and
mixed methods that are still under exploration. Table 7 outlines these directions for future research.
Table 7: TCCM Framework Limitations and Future Research Directions
(Source- self-work of authors)
Domain
Limitations
Research Directions
Theory
Overreliance on SDT and flow
theory limits behavioural and
technological insights
Apply FBM to study motivation
triggers and UTAUT to assess
technology acceptance in
gamification (Fogg, 2002;
Venkatesh et al., 2003).
Context
Focus on digital platforms
(e.g., retail) and select countries
(e.g., Portugal)
Explore gamification in
education and underrepresented
regions (e.g., Africa) to address
digital fatigue post-COVID.
Characteristics
Limited study of demographic
and cultural moderators (e.g.,
Hofstede’s dimensions)
Investigate age, gender, and
cultural impacts (e.g., collectivist
vs. individualist responses) on
gamified engagement (Hofstede,
1980).
Methodology
Dominance of SEM; underuse
of mixed methods
Employ mixed-method studies to
capture nuanced user behaviours
in gamified systems.
The COVID pandemic has shifted the world to digitalization, which has presented an opportunity to
understand and explore digital fatigue. This is because gamification was being used in webinars, online
meetings, and e-commerce. Further, work can be done to understand whether the quizzes, mini-games, and
gamification tools that are being used to generate leads are impactful or not. Also the Big Five personality
Trait model can be used to understand the different personality experiences in connection with gamification.
Further, the trending technology “Artificial Intelligence” is being integrated into gamification, creating
Diksha Panwar, Sailaja Bohara, Shivendra Singh Chaudhary, Amitabh Bhargava, Sonam Rani
14
personalized gamified experiences. To understand this, multiple case studies can be conducted across
industries.
5. CONCLUSION
Over the past 12 years, researchers have been exploring the concept of gamification and its role in
customer engagement by marketers. This paper aimed to take a close look at these studies to identify research
gaps in this area and lay out a plan for future research in the area. The study highlights key journals, the most
relevant authors, countries, and the co-citation network of keywords in this area. The study also outlines the
evolution of research and the most productive countries. This study will help to identify the development of
the research area systematically. The study uses the TCCM framework to classify the literature into theory,
context, characteristics, and methodology. By using TCCM and bibliometric analysis, the study offers
valuable insights for future research. The study highlights the point that gamification can go beyond
traditional boundaries in providing a sense of customer engagement that is revolutionizing the landscape of
marketing. The study provides a clear overview of the concept of gamification. The research agenda was not
only to synthesize existing knowledge but also to establish a clear direction for future research. This study
will help researchers and marketers to explore those areas that are untouched and also refine the existing
models and contribute meaningfully to the evolving landscape of gamification.
ACKNOWLEDGMENT
The authors would like to express their gratitude to all those who contributed to the completion of this
research. As authors we would also like to thank the editor and the anonymous reviewer for their valuable
insights
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