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THE                      JOURNAL OF ECONOMIC SCIENCES: THEORY AND PRACTICE, V.81, # 1, 2024, pp. 40-50


                       •  The first stage is mechanical: decisions, rules, and aesthetics to change non-
                           game contexts (Robson et al., 2015).

                       •  The  second  stage  is  the  psychological  processes  that  mediate  various
                           relationships (Hamari, Koivisto, and Sarsa, 2014; Dichev and Dicheva, 2017).

                       •  The  third  stage  is  a  domain-specific  outcome  or  other  context-specific
                           outcome, such as triggering a specific behavior (Cochoy and Hagberg, 2016).

                    Putting these three stages into context (Landers et al., 2018), although the ultimate
                    goal of a marketer is to increase sales, gamified marketing (mechanics) must evoke
                    positive  emotions  in  consumers  (means)  and  repeatedly  motivate  purchases
                    (outcomes) (Helmefalk and Marcusson, 2019).

                    Gamification differs from other parallel developments in several key ways:
                       1)  Gamification, instead of providing direct hedonic experiences through audio-
                           visual content or economic incentives, as seen in loyalty marketing, generally
                           tries to provide experiences reminiscent of games (Huotari and Hamari, 2011;
                           2012).

                       2)  Gamification tries to influence motivations rather than direct attitudes and/or
                           behavior  as  in  persuasive  technologies  (Fogg,  2003;  Oinas-Kukkonen  and
                           Harjumaa, 2009).

                       3)  Gamification  means  adding  “gamefulness”  to  existing  systems  instead  of
                           creating a completely new game, as is done in “serious games” (Deterding et
                           al., 2011c; Huotari and Hamari, 2012).

                    However, persuasive technologies also refer to interactive computer systems designed
                    to  change  user  attitudes  and/or  behaviors  (Fogg,  2003;  Oinas-Kukkonen  and
                    Harjumaa, 2009). Clearly, there is some overlap between gamification and persuasive
                    technology (Hamari and Koivisto, 2013). For example, some persuasion mechanisms,
                    such as feedback and rewards, can be considered similar to those used in gamification
                    (see Oinas-Kukkonen and Harjumaa, 2008).

                    Depending on how we conceptualize the different approaches in persuasive design,
                    gamification can be seen as an overarching concept in the sense that it can be used in
                    various  fields,  or  as  a  specific  type  of  persuasive  design  within  other  approaches
                    (Hamari and Koivisto, 2013).







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