{"id":4811,"date":"2023-06-14T09:16:05","date_gmt":"2023-06-14T07:16:05","guid":{"rendered":"https:\/\/insights.ieseg.fr\/?p=4811"},"modified":"2024-05-16T14:35:42","modified_gmt":"2024-05-16T12:35:42","slug":"successful-gamification","status":"publish","type":"post","link":"https:\/\/insights.ieseg.fr\/en\/resource-center\/marketing-sales\/successful-gamification\/","title":{"rendered":"\u201cNo pain-No gain\u201d: a recipe for successful gamification"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">In this video, Thomas LECLERCQ, professor of marketing, discusses his research on creating an engaging customer experience through gamification, a widely used strategy that companies often misuse.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Gamification refers to the use of game mechanisms in non-game contexts (including challenges, contests, or lotteries). He gives practical advice about how companies can manage the difficulty of such games\/challenges to ensure consumers are engaged.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"60 seconds Inside Research - No pain\/No gain: a recipe for successful gamification\" width=\"1778\" height=\"1000\" src=\"https:\/\/www.youtube.com\/embed\/LcweGSqVi_I?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><em>More information is available in the article in the Journal &#8216;Recherche et Applications en Marketing&#8217; \u201c<a href=\"https:\/\/journals.sagepub.com\/doi\/abs\/10.1177\/20515707221078210\">No pain, no gain! The uncertainty-to-win effect on customer experience quality through gamified interaction<\/a>\u201d (2022)<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>In this video, Thomas LECLERCQ, professor of marketing, discusses his research on creating an engaging customer experience through gamification, a widely used strategy that companies often misuse. Gamification refers to the use of game mechanisms in non-game contexts (including challenges, contests, or lotteries). He gives practical advice about how companies can manage the difficulty of <a href=\"https:\/\/insights.ieseg.fr\/en\/resource-center\/marketing-sales\/successful-gamification\/\" class=\"more-link\">&#8230;<span class=\"screen-reader-text\">  \u201cNo pain-No gain\u201d: a recipe for successful gamification<\/span><\/a><\/p>\n","protected":false},"author":3,"featured_media":2223,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[489],"tags":[286,891,19,335],"article-type":[13],"class_list":["post-4811","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-marketing-sales","tag-consumers","tag-customer-participation","tag-games","tag-gamification-en","article-type-video"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.1 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>\u201cNo pain-No gain\u201d: a recipe for successful gamification - I\u00c9SEG Insights<\/title>\n<meta name=\"description\" content=\"In this video, Thomas LECLERCQ, professor of marketing, discusses his research on creating an engaging customer experience through gamification, a widely used strategy that companies often misuse.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/insights.ieseg.fr\/en\/resource-center\/marketing-sales\/successful-gamification\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"\u201cNo pain-No gain\u201d: a recipe for successful gamification - I\u00c9SEG Insights\" \/>\n<meta property=\"og:description\" content=\"In this video, Thomas LECLERCQ, professor of marketing, discusses his research on creating an engaging customer experience through gamification, a widely used strategy that companies often misuse.\" \/>\n<meta property=\"og:url\" content=\"https:\/\/insights.ieseg.fr\/en\/resource-center\/marketing-sales\/successful-gamification\/\" \/>\n<meta property=\"og:site_name\" content=\"I\u00c9SEG Insights\" \/>\n<meta property=\"article:published_time\" content=\"2023-06-14T07:16:05+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2024-05-16T12:35:42+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/insights.ieseg.fr\/wp-content\/uploads\/2022\/08\/iStock-942835676.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"1200\" \/>\n\t<meta property=\"og:image:height\" content=\"800\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"Andrew MILLER\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Andrew MILLER\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"1 minute\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\\\/\\\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"https:\\\/\\\/insights.ieseg.fr\\\/en\\\/resource-center\\\/marketing-sales\\\/successful-gamification\\\/#article\",\"isPartOf\":{\"@id\":\"https:\\\/\\\/insights.ieseg.fr\\\/en\\\/resource-center\\\/marketing-sales\\\/successful-gamification\\\/\"},\"author\":{\"name\":\"Andrew MILLER\",\"@id\":\"https:\\\/\\\/insights.ieseg.fr\\\/en\\\/#\\\/schema\\\/person\\\/3d9d5305d4471a7c4bf3fa7bda0d004f\"},\"headline\":\"\u201cNo pain-No gain\u201d: a recipe for successful gamification\",\"datePublished\":\"2023-06-14T07:16:05+00:00\",\"dateModified\":\"2024-05-16T12:35:42+00:00\",\"mainEntityOfPage\":{\"@id\":\"https:\\\/\\\/insights.ieseg.fr\\\/en\\\/resource-center\\\/marketing-sales\\\/successful-gamification\\\/\"},\"wordCount\":108,\"image\":{\"@id\":\"https:\\\/\\\/insights.ieseg.fr\\\/en\\\/resource-center\\\/marketing-sales\\\/successful-gamification\\\/#primaryimage\"},\"thumbnailUrl\":\"https:\\\/\\\/insights.ieseg.fr\\\/wp-content\\\/uploads\\\/2022\\\/08\\\/iStock-942835676.webp\",\"keywords\":[\"consumers\",\"customer participation\",\"games\",\"gamification\"],\"articleSection\":[\"Marketing &amp; 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