Please use this identifier to cite or link to this item: http://hdl.handle.net/1893/30190
Full metadata record
DC FieldValueLanguage
dc.contributor.advisorDavies, Keri-
dc.contributor.advisorSinclair, Gary-
dc.contributor.authorPavlopoulou, Ismini-
dc.date.accessioned2019-09-26T12:58:23Z-
dc.date.issued2019-02-07-
dc.identifier.urihttp://hdl.handle.net/1893/30190-
dc.description.abstractIn social marketing’s efforts to address health-related societal issues such as the insufficiency of physical activity and the rise of obesity, the field has recently embraced the idea of gamification. Drawing from extant literature on social marketing and gamification, this study focuses on value co-creation, motivation and perceived value, and explores an existing gamified system for physical activity from the customers’ point of view. The purpose is to learn as much as possible from that system and translate it into meaningful insights which can be used by social marketers in designing and successfully implementing interventions that incorporate gamification. Netnographic methods are being deployed (Kozinets 2015), which involve a fourteen-month long participation in the platform, with the output of a netnographic diary, data from private online discussion groups, and semi-structured interviews. The gamified system is considered as a service, and studied according to the Service-Dominant Logic (Vargo & Lusch 2008). A map of the field is drawn, which is based on the interactions between providers and customers (Grönroos & Voima 2013), and the notion of ‘value-in-engagement’ is introduced and explained. Subsequently, a thematic analysis is conducted where positive and negative value creation processes are identified, and subdivided into value (co-)creation, (co-)protection/ (co-)recovery, (co-)inhibition, and (co-)destruction (Echeverri & Skålén 2011; Grönroos & Voima 2013). The analysis continues with an investigation of the motivational processes behind value creation, by exploring the main constructs of the Self-Determination Theory (Deci & Ryan 1985a; 1985b). Finally, four processes of developing value perceptions are identified and explained, while dimensions of perceived value in social marketing literature (Zainuddin et al. 2017) are being applied and extended. Implications for research and practice are drawn which highlight the role of the intervention provider as a value facilitator and of the customer as a value co-creator, while taking into consideration the importance of motivational energy and direction, psychological needs satisfaction and cognitive processes of developing value perceptions. Recommendations for future research are provided.en_GB
dc.language.isoenen_GB
dc.publisherUniversity of Stirlingen_GB
dc.subject.lcshInternet games Social apsectsen_GB
dc.subject.lcshVideo games Social aspectsen_GB
dc.subject.lcshElectronic games Social aspects.en_GB
dc.subject.lcshComputer games Social aspectsen_GB
dc.subject.lcshSocial marketingen_GB
dc.subject.lcshSocial interactionen_GB
dc.titleA social marketing perspective on value co-creation, engagement and motivation in gamified systems: exploring a gamified social networking service for physical activityen_GB
dc.typeThesis or Dissertationen_GB
dc.type.qualificationlevelDoctoralen_GB
dc.type.qualificationnameDoctor of Philosophyen_GB
dc.rights.embargodate2020-12-30-
dc.rights.embargoreasonI would like to take some time to write articles for publication. I am happy for my thesis to be accessed after the requested period of time.en_GB
dc.author.emailisminipavlop@gmail.comen_GB
dc.rights.embargoterms2021-01-01en_GB
dc.rights.embargoliftdate2021-01-01-
Appears in Collections:Marketing and Retail eTheses

Files in This Item:
File Description SizeFormat 
Pavlopoulou_Thesis.pdf1.86 MBAdobe PDFView/Open


This item is protected by original copyright



Items in the Repository are protected by copyright, with all rights reserved, unless otherwise indicated.

The metadata of the records in the Repository are available under the CC0 public domain dedication: No Rights Reserved https://creativecommons.org/publicdomain/zero/1.0/

If you believe that any material held in STORRE infringes copyright, please contact library@stir.ac.uk providing details and we will remove the Work from public display in STORRE and investigate your claim.