Spinning the Wheel: The Effectiveness of Gamification in Service Recovery

This research offers insights into the efficacy of gamification in a failure-recovery context, that is, providing recovery through a gamified experience. Using one field study and three online experiments across different contexts (i.e., retail, restaurant, gym, and hotel), we show that a gamified recovery (i.e., compensation offered through a spin-the-wheel game) can have a positive effect on recovery satisfaction. This effect is mediated by the perceived enjoyment of the game and is moderated by customer choice, failure severity, compensation level, and time pressure. Specifically, we find that gamification has a positive recovery effect when customers are offered a choice, when the failure is mild, when customers receive full compensation or overcompensation (i.e., when they experience a sense of winning), and when they do not face time pressure. However, gamification can backfire and have a negative effect when a failure is severe, when customers receive only partial compensation (i.e., when they experience a sense of loss), and when they face time pressure. Finally, a single-paper meta-analysis provides aggregated evidence of these effects. For managers, our findings provide initial evidence of the usefulness of this recovery strategy and explain how it should be implemented.

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Publication Details

Journal
Journal of Service Research
Published
2025-02-15
DOI
https://doi.org/10.1177/10946705241307681
Citations
7
Primary Topic
Technology Adoption and User Behaviour
Type
article
Field-Weighted Citation Impact
29.18

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article

Spinning the Wheel: The Effectiveness of Gamification in Service Recovery

Holger Roschk, Ben L. Marder, Amin Nazifi, Thomas Leclercq
7 citations
Journal of Service Research
Technology Adoption and User Behaviour
29.18
article

Spinning the Wheel: The Effectiveness of Gamification in Service Recovery

Holger Roschk, Ben L. Marder, Amin Nazifi, Thomas Leclercq
article en
7 citations

Abstract

This research offers insights into the efficacy of gamification in a failure-recovery context, that is, providing recovery through a gamified experience. Using one field study and three online experiments across different contexts (i.e., retail, restaurant, gym, and hotel), we show that a gamified recovery (i.e., compensation offered through a spin-the-wheel game) can have a positive effect on recovery satisfaction. This effect is mediated by the perceived enjoyment of the game and is moderated by customer choice, failure severity, compensation level, and time pressure. Specifically, we find that gamification has a positive recovery effect when customers are offered a choice, when the failure is mild, when customers receive full compensation or overcompensation (i.e., when they experience a sense of winning), and when they do not face time pressure. However, gamification can backfire and have a negative effect when a failure is severe, when customers receive only partial compensation (i.e., when they experience a sense of loss), and when they face time pressure. Finally, a single-paper meta-analysis provides aggregated evidence of these effects. For managers, our findings provide initial evidence of the usefulness of this recovery strategy and explain how it should be implemented.

Journal of Service ResearchVol. 28(3)
Centre National de la Recherche Scientifique (FR), Université de Lille (FR), Institut d'Economie Scientifique Et de Gestion (FR), Lille Économie Management (FR), University of Birmingham (GB), Aalborg University (DK), University of Edinburgh (GB)
Academy of Marketing, Association of Medical Research Charities
Openalex Percentile: Top 1%
Technology Adoption and User Behaviour
29.18
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Spinning the Wheel: The Effectiveness of Gamification in Service Recovery — Holger Roschk, Ben L. Marder, et al. · Journal of Service Research (2025) | TGRS Research Map | TGRS