EN
Is Gamification Important for Service Systems Non-Users? A Study on Airline Loyalty Programs
Abstract
Increasing use of social communication networks and mobile technology have caused the airline-passenger relationship to shift from traditional methods to more modern and technological infrastructure processes. The airline loyalty programs provide that permit more focused marketing, tailored services, and more accessibility for both members and non-members. Consumers are motivated by prizes, competition, and social engagement in gamified loyalty programmes. Gamification, which is effective in improving the results of innovation practices and their acceptance by consumers, plays an active role in this interaction. In this direction, the study aims to reveal the factors that affect the service system non-users behavioral intentions based on airline loyalty programs and its relationship between social influence, consumer innovativeness, and gamification. The research data were collected from air passengers who use air transportation at least once time and have no loyalty program membership. Data obtained from passengers were analyzed using the PLS-SEM model. The findings show that gamification processes will improve the participation process of new passengers, and in this direction, new consumer profiles can be added to the portfolio of service systems. In addition, it has revealed that gamification and social influence are effective on behavioral intention and gamification has a mediating role in the relationship between consumer innovativeness and behavioral intention.
Keywords
References
- Abrahamse, W., & Steg, L. (2013). Social influence approaches to encourage resource conservation: A meta-analysis. Global environmental change, 23(6), 1773-1785.
- Ahn, Y. J., Kim, I., & Hyun, S. S. (2015). Critical in-flight and ground-service factors influencing brand prestige and relationships between brand prestige, well-being perceptions, and brand loyalty: First-class passengers. Journal of Travel & Tourism Marketing, 32(sup1), S114-S138.
- Alhammad, M. M., & Moreno, A. M. (2020). Challenges of gamification in software process improvement. Journal of Software: Evolution and Process, 32(6), e2231.
- Al-Jundi, S. A., Shuhaiber, A., & Augustine, R. (2019). Effect of consumer innovativeness on new product purchase intentions through learning process and perceived value. Cogent Business & Management, 6(1), 1698849.
- Arica, R., Cobanoglu, C., Cakir, O., Corbaci, A., Hsu, M. J., & Della Corte, V. (2022). Travel experience sharing on social media: effects of the importance attached to content sharing and what factors inhibit and facilitate it. International Journal of Contemporary Hospitality Management. Vol. 34 No. 4, pp. 1566-1586.
- Baptista, G., & Oliveira, T. (2017). Why so serious? Gamification impact in the acceptance of mobile banking services. Internet Research, 27(1), 118-139.
- Baswani, S., Townsend, A. M., & Luse, A. (2021). Company-Sponsored Online Co-Creation and Financial Incentives: The Impact of Intrinsic Motivation on Participation Intention. International Journal of Electronic Commerce, 25(4), 394-415.
- Chauhan, V., Yadav, R., & Choudhary, V. (2022). Adoption of electronic banking services in India: an extension of UTAUT2 model. Journal of Financial Services Marketing, 27(1), 27-40.
Details
Primary Language
English
Subjects
-
Journal Section
Research Article
Authors
Publication Date
March 17, 2023
Submission Date
January 19, 2023
Acceptance Date
March 2, 2023
Published in Issue
Year 2023 Volume: 7 Number: 1
APA
Sesliokuyucu, O. S. (2023). Is Gamification Important for Service Systems Non-Users? A Study on Airline Loyalty Programs. Journal of Aviation, 7(1), 123-132. https://doi.org/10.30518/jav.1239127
AMA
1.Sesliokuyucu OS. Is Gamification Important for Service Systems Non-Users? A Study on Airline Loyalty Programs. JAV. 2023;7(1):123-132. doi:10.30518/jav.1239127
Chicago
Sesliokuyucu, Osman Seraceddin. 2023. “Is Gamification Important for Service Systems Non-Users? A Study on Airline Loyalty Programs”. Journal of Aviation 7 (1): 123-32. https://doi.org/10.30518/jav.1239127.
EndNote
Sesliokuyucu OS (March 1, 2023) Is Gamification Important for Service Systems Non-Users? A Study on Airline Loyalty Programs. Journal of Aviation 7 1 123–132.
IEEE
[1]O. S. Sesliokuyucu, “Is Gamification Important for Service Systems Non-Users? A Study on Airline Loyalty Programs”, JAV, vol. 7, no. 1, pp. 123–132, Mar. 2023, doi: 10.30518/jav.1239127.
ISNAD
Sesliokuyucu, Osman Seraceddin. “Is Gamification Important for Service Systems Non-Users? A Study on Airline Loyalty Programs”. Journal of Aviation 7/1 (March 1, 2023): 123-132. https://doi.org/10.30518/jav.1239127.
JAMA
1.Sesliokuyucu OS. Is Gamification Important for Service Systems Non-Users? A Study on Airline Loyalty Programs. JAV. 2023;7:123–132.
MLA
Sesliokuyucu, Osman Seraceddin. “Is Gamification Important for Service Systems Non-Users? A Study on Airline Loyalty Programs”. Journal of Aviation, vol. 7, no. 1, Mar. 2023, pp. 123-32, doi:10.30518/jav.1239127.
Vancouver
1.Osman Seraceddin Sesliokuyucu. Is Gamification Important for Service Systems Non-Users? A Study on Airline Loyalty Programs. JAV. 2023 Mar. 1;7(1):123-32. doi:10.30518/jav.1239127
Cited By
Full-Service Carrier (FSC) vs Low-Cost Carrier (LCC): Purchasing Decision-Making Process of Passengers
Journal of Aviation
https://doi.org/10.30518/jav.1320304Behavioral dynamics of regional airline model in Türkiye: integrating TPB and SET
Journal of Marketing Analytics
https://doi.org/10.1057/s41270-024-00362-7Frequent flyer programs in academic studies: A literature review of research progress since 2000
Journal of Air Transport Management
https://doi.org/10.1016/j.jairtraman.2025.102920