Gamification in customer experience: an integrative framework

Purpose This study aims to provide a systematic and bibliometric analysis of gamification in customer experience, present an integrative framework and suggest directions for future research. Design/methodology/approach This study applies a systematic literature review process and analyzes 134 scientific studies published until 2024, of which 90 are articles, 43 are conference papers and one is a book. Findings The integrative framework mirrors the seven main thematic categories identified (technology, gamification, learning, motivational emotions, gameful experience, engagement and customer behavior). Combined with technology and learning, gamification can impact customers’ emotions, influencing customer experience and increasing engagement, to impact the customers’ behavior toward the brand or within the purchasing process. Originality/value This review maps the past, organizes the existing knowledge about gamification in the context of consumption, proposes an integrative framework and suggests various avenues of research on the theme under study.

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Publication Details

Journal
Spanish Journal of Marketing - ESIC
Published
2026-11-01
DOI
https://doi.org/10.1108/sjme-02-2025-0052
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Gamification in customer experience: an integrative framework

Sandra María Correia Loureiro, Filipa Rosado-Pinto, José Miguel Gaspar
Spanish Journal of Marketing - ESIC
Educational Games and Gamification
article

Gamification in customer experience: an integrative framework

Sandra María Correia Loureiro, Filipa Rosado-Pinto, José Miguel Gaspar
article en

Abstract

Purpose This study aims to provide a systematic and bibliometric analysis of gamification in customer experience, present an integrative framework and suggest directions for future research. Design/methodology/approach This study applies a systematic literature review process and analyzes 134 scientific studies published until 2024, of which 90 are articles, 43 are conference papers and one is a book. Findings The integrative framework mirrors the seven main thematic categories identified (technology, gamification, learning, motivational emotions, gameful experience, engagement and customer behavior). Combined with technology and learning, gamification can impact customers’ emotions, influencing customer experience and increasing engagement, to impact the customers’ behavior toward the brand or within the purchasing process. Originality/value This review maps the past, organizes the existing knowledge about gamification in the context of consumption, proposes an integrative framework and suggests various avenues of research on the theme under study.

Spanish Journal of Marketing - ESIC
Iscte – Instituto Universitário de Lisboa (PT), Unidade de Investigação em Desenvolvimento Empresarial (PT)
Openalex Percentile: Top 5%
Educational Games and Gamification
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