Gamified Feedback and Customer Stickiness: A Case Study of Meituan and DoorDash

The explosive growth of food-delivery platforms has shifted the focus of competition from user acquisition to user retention. However, most platforms still rely on a one-time five-star rating system, whose weak incentive mechanism and linear dispute process cannot build long-term loyalty or obtain high-quality feedback. This paper compares the "gamification + crowdsourced review" model (Meituan) and the traditional star rating model (DoorDash). Drawing on the literature, Self-Determination Theory (SDT) and procedural justice, this paper constructs a three-stage framework-design layer psychological/operational layer outcome layer-to explain how hierarchical badges, points, and user arbitration can simultaneously meet the needs of competence, autonomy, and relatedness, and resolve disputes in parallel. The findings indicate that gamified crowdsourced review feedback is not just an embellishment of the user experience but a sustainable strategy that integrates user engagement, data assets, and governance efficiency. This paper finally proposes actionable design guidelines and an experimental agenda for cross-cultural replication and longitudinal causal testing.

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Publication Details

Journal
Lecture Notes in Education Psychology and Public Media
Published
2025-08-27
DOI
https://doi.org/10.54254/2753-7048/2025.br26295
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Gamified Feedback and Customer Stickiness: A Case Study of Meituan and DoorDash

Yi Sun
Lecture Notes in Education Psychology and Public Media
Educational Games and Gamification
article

Gamified Feedback and Customer Stickiness: A Case Study of Meituan and DoorDash

Yi Sun
article en

Abstract

The explosive growth of food-delivery platforms has shifted the focus of competition from user acquisition to user retention. However, most platforms still rely on a one-time five-star rating system, whose weak incentive mechanism and linear dispute process cannot build long-term loyalty or obtain high-quality feedback. This paper compares the "gamification + crowdsourced review" model (Meituan) and the traditional star rating model (DoorDash). Drawing on the literature, Self-Determination Theory (SDT) and procedural justice, this paper constructs a three-stage framework-design layer psychological/operational layer outcome layer-to explain how hierarchical badges, points, and user arbitration can simultaneously meet the needs of competence, autonomy, and relatedness, and resolve disputes in parallel. The findings indicate that gamified crowdsourced review feedback is not just an embellishment of the user experience but a sustainable strategy that integrates user engagement, data assets, and governance efficiency. This paper finally proposes actionable design guidelines and an experimental agenda for cross-cultural replication and longitudinal causal testing.

Lecture Notes in Education Psychology and Public MediaVol. 112(1)
Queen's University (CA)
Openalex Percentile: Top 75%
Educational Games and Gamification
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