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Study of Elements in Gamified Application

Software-Examples from Starbucks


Yu-Cheng Tu Chu-Ya Yu Hsin-Fan Chen*
Department of Marketing and Logistics Department of Marketing and Logistics Department of Marketing and Logistics
2022 2nd International Conference on Social Sciences and Intelligence Management (SSIM) | 978-1-6654-9830-2/22/$31.00 ©2022 IEEE | DOI: 10.1109/SSIM55504.2022.10047905

Management Chaoyang University of Management Chaoyang University of Management Chaoyang University of


Technology Technology Technology
Taichung City, Taiwan Taichung, Taiwan Taichung, Taiwan
tuyc@cyut.edu.tw chuya861102@gmail.com hfchen@cyut.edu.tw

Abstract—The general use of mobile devices and the 2) Exploring the value of consumer experience in different
popularity of application software (Apps) have made mobile gamification apps
Apps an important auxiliary tool in people's lives. Gamification
has become popular in life recently. This research is exploring II. LITERATURE REVIEW
how Apps design game mechanisms and add game elements to
promote consumers' consumption journey, increase consumers' A. Gamification Path
conversion rate at all stages, and enhance consumption Kotler [3] also modified the 4A framework to "5A
motivation. The results show that the apps of Starbucks contain framework" in his book "Marketing 4.0", which included
11 game elements including beginner’s luck, random rewards, Aware, Appeal, Ask, Action, and Advocate. When brands
status point, achievement symbols, milestone unlocks, rightful plan their online marketing strategies, they continue to
heritage, evanescence opportunity, count down timer, communicate with consumers through quality content to have
exchangeable points, social treasure, humanity hero and water them buy and then optimize the consumer experience process
cooler satisfying the motivation of human. based on the data generated from their purchase paths.
Keywords—gamification, Application Software, octalysis, In terms of success factors, an entrepreneur and game
motivation, consumption journey designer Koster [4] stated that sophistication is the main
reason why games are fun. Lazzaro, a game designer, further
I. INTRODUCTION discusses this issue by proposing 4 keys and 2 funs: [Desire -
With the recent rise of the gamification concept, Incentive - Challenge - Achievement - Feedback - Maturity].
companies may fail due to poor design even though they use In these six steps, the middle four form a cycle, and when the
gamification as a strategy to deepen user experience. Value feedback reaches a certain level, it reaches the stage of
innovation is a way to reposition gamified APPs. Redniss [1] "maturity". Otherwise, it will be a cycle between inducement,
stated at a gaming summit that after they injected gaming into challenge, achievement, and feedback. Such a gamification
their new Psych Show website, the number of visitors to the element is also regarded as a psychological program for the
site increased by 130%, and the number of returning visitors participants' experience, and the special process of "repetitive
increased by 40%. They believed that adding games to the cycle" is of reference significance to the "gamification design
website is a good marketing strategy, and in addition to the model".
increase in the number of visitors, the time spent on the B. Gamification Motivation
website has also increased from 4 to 28 min. For example,
gamified treadmills with a VR (Virtual Reality) system Bartle [5] was the first to suggest that different types of
increased users’ willingness to use them. Hamari [2] studied player behaviors in games are reflective of their intrinsic game
the gamified trading system and found that gamification made motivations. Kim and Han [6] used hedonic and utilitarian
users more active in transactions. values to examine the relationship between perceived value
and willingness to adopt. Hirschman and Holbrook [7] treated
The design of different game mechanism activities is to consumers as problem solvers or seekers of pleasure, fantasy,
provide customers with value and satisfaction motivation and arousal, sensory stimulation, and enjoyment.
even affect the experience and subsequent behavior including
purchase intention, loyalty, and recommendation willingness. Previous research [8,9] suggested that individuals have
Thus, how enterprises need to precisely design the game three basic psychological needs: competence, autonomy, and
mechanism to provide different stages of the gamification path relatedness. It was stated that environments that support the
and maximize the value of customer experience is what we satisfaction of the three psychological needs facilitate
want to explore. consumer engagement. Hsieh and Chang [10] showed that
brand innovation value creation activities enhance
A case study is conducted on Starbucks APP to explore the competence and relevance and promote individual
influence of consumers’ needs and motives on the participation in activities. Finally, it was determined that
gamification path and whether it brings good development to gamified information systems that satisfy basic consumer
enterprises. The research conclusion provides relevant psychological needs are successful in engaging users by
theoretical references for enterprises on gamification path adding hedonic value.
design, and the main objectives of the study are as follows.
C. Gamification Motivation
1) Exploring the mechanism of designing the game app for The gamification elements include gamification
consumers in the experience path mechanisms, gamification dynamics, and game structure
[11,12]. Zichermann and Cunningham [13] considered that

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"gameplay elements" are the basic elements of the game and


the basis of the overall gameplay, while "gameplay
Gamification path
mechanism" is used to enhance the design of gameplay
elements. Therefore, regardless of the product or service,
enterprises use only one element when designing the
gamification mechanism and many mechanisms are designed
like an arrangement of groups.
D. Customer Journey Motivation under the
gamification path
One of the strategic management tools for analyzing the
customer experience is Customer Journey Mapping (CTM),
which provides a practical tool for individual companies to
review and improve the customer experience and allow them
to re-examine their product and service offerings and develop
an optimized strategy. Game mechanics under
different motives
Temkin [14] showed customer journey maps, also known
as contact point maps or real time maps to study interactions
from the consumer's point of view. A customer journey map
visualizes the process, needs, and perceptions of the
relationship between a customer and a single company from
A Fast Food Industry
beginning to end. Lemon and Verhoef [15] argued that a Gamification APP
customer journey map is for a "journey" that a customer
experiences with a single company throughout the purchase
process and includes multiple touch points.
III. RESEARCH METHODOLOGY Understand the mechanism
Based on the framework and steps proposed in the study, that companies use to design
gamified apps for consumers
the literature review and case studies are carried out to in their experience path
understand the impact of gamified product design on the APP
case (Fig 1.). Fig. 1. Processing of the case study.
According to previous research on gamified APP
experience, the influence factors include significant mission IV. RESEARCH RESULTS
and calling, development and achievement, empowering Starbucks launched the My Starbucks Idea website in
creativity and feedback, ownership and desire for possession, 2008 to collect user feedback through the Internet, improve
social influence and empathy, scarcity and urgency, service, and enhance the "positive" customer experience. In
uncertainty and curiosity, loss and avoidance, and other eight 2009, Starbucks launched the cell phone scanning code
motivating elements and 43 gamification mechanisms. The payment function, and at the same time, the consumption of
customer experience journey was studied, and the results points for the reward system to encourage customers to use. In
revealed found that the path experience of a gamification app 2016, Starbucks launched the graded membership "Star
was evaluated by imagination, creation, play, sharing, and Program" according to the accumulated spending amount. In
feedback. 2021, Taiwan launched the "Mobile Pre-order" service to
allow customers to make reservations in advance through the
The "case study approach" or the typical analysis approach,
app to avoid queuing time. In addition to providing
is a method for gaining an overall understanding by
customized beverage ordering services, the service also helps
conducting in-depth research on "how to change", "why this
consumers find the nearest store and remember their
happened", and "what happened". It also includes a specific
preferences, providing a customized service for consumers.
design logic, specific data collection, and unique data analysis
methods. Data are obtained through field observation or Based on the functions of the Starbucks App, we extracted
research. gamification interfaces as shown in the table below, and
summarized the motives, mechanisms, and paths of different
gamification interfaces based on literature, and then further
analyzed the experiences and behaviors of consumers in each
interface.
A. Imagine Stage in Starbucks APP
The "Happy Birthday Taiwan 24th Anniversary" digital
experience was designed with a game mechanism of random
rewards and newbie luck to satisfy uncertainty and curiosity,
as well as significant mission and calling motives. We
compiled the following table to satisfy the uncertainty and
curiosity of consumers.

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TABLE I. INTERFACE ANALYSIS AND DESCRIPTION- HAPPY BIRTHDAY B. Creation Stage in Starbucks APP
TAIWAN 24TH ANNIVERSARY
The APP is designed with many achievement symbols and
Interface status points such as accumulated points and a membership
grading system to satisfy consumers' motivation for
development and achievement and make them feel that they
have grown after breaking through difficulties. Challenges are
added to obtain a sense of achievement from the process.
Starbucks App uses accumulated points to redeem products
such as beverages and coffee, which is a motivation to give
creativity and feedback. As it is hard to choose a certain
product as a goal and work hard to accumulate points, the
pleasure increases.

SHINYMENORY 24th Anniversary Digital Experience TABLE III. INTERFACE ANALYSIS AND DESCRIPTION- STARRY PROGRAM
It's Starbucks' 24th anniversary!
Interface
You're Invited to Revive the Shiny
Memory of 24th Anniversary.
Answer All of the Stars and You'll
Get A Starbucks Exclusive Comfort!
Content The activity is a quiz to be answered within a limited
time. The questions are different every day, but they are
very simple, after answering correctly, the coupon is
given. The chance of winning is quite high.
Analysis 1. Gamification Stage: Imagine Feedback Progress 63★ will be promoted to
2. Gamification Motivation: Meaning 3/ 66★ the green star
3. Gamification Mechanism: Newbie Luck
Accumulate 63 Stars to Become A VIP of Green Stars
4. Consumer Experience: Making consumers feel
before 2022/12/24
destined to achieve and obtain something
5. Consumer Behavior: The lottery mechanism set by the
Browsing Record
app system will make users feel that they have "newbie
luck" and the chance of winning the grand prize will
Content
increase, so they will download the game. Receive 1 star for a single full payment of NT$35 or more.

TABLE II. INTERFACE ANALYSIS AND DESCRIPTION- STAR REWARDS Analysis


1. Gamification Stage: Creation
PROGRAM FEEDBACK OFFER 2. Gamification Motivation: Accomplishment
3. Gamification Mechanism: Status point and
Interface
Achievement symbols
4. Consumer Experience: full of superiority, while
increasing interaction with the company and a sense of
accomplishment.
5. Consumer Behavior: "Achievement symbols"
stimulate consumers, generating a sense of superiority
and accomplishment; "status points" accumulate
wisely and motivate consumers more.

Reward Offer TABLE IV. INTERFACE ANALYSIS AND DESCRIPTION- GIFT PROGRAM
Sharing with Your Friends REDEMPTION PRODUCTS
_Appointed Members
Interface
2022/3/9(Wed)~ 2022/3/18(Fri)
About to Expire
Rewards Appointed Members with
Complimentary Beverage

Valid until 2022/03/18


Content If you have a Starbucks Card or are a registered Star Prize
member and pay in full at the store, occasional Stars and Star
Prize level rewards are given.
Analysis 1. Gamification Stage: Imagine $81-$120 Pastries
2. Gamification Motivation: Unpredictability Pastries below $80 (inclusive)
below(inclusive)
3. Gamification Mechanism: random rewards 20★
30★
4. Consumer Experience: The method of giving rewards
Medium drink Regular coffee beans 250g/12
will change depending on the rewards to stimulate
35★ into VIA
consumers to come back.
(Additional ingredients are 120★
5. Consumer Behavior: "Random Rewards" gives users a
subject to extra charge for any
sense of anticipation of receiving a gift and stimulates
taste, except canned
them to come back.
beverages, hand-flushes,

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siphonage, stocking series, TABLE VI. INTERFACE ANALYSIS AND DESCRIPTION- STARRY PROGRAM
alcoholic beverages and
Interface
oatmeal milk)
Content Starbucks also holds special Starburst-related marketing
events from time to time to provide consumers with more
surprises and rewards.
Analysis
1. Gamification Stage: Creation
2. Gamification Motivation: Accomplishment
3. Gamification Mechanism: milestone unlocks
4. Consumer Experience: Consumer pleasure will increase
as a result
5. Consumer Behavior: Consumers will be active, e.g., daily $81-$120 Pastries
lucky draws, coffee purchases to accumulate points Pastries below $80 (inclusive)
below(inclusive)
20★
30★
Medium drink Normal coffee beans 250g/12
C. Playing stage in Starbucks APP 35★ into VIA
The accumulated points and redemption coupons have an (Additional ingredients are 120★
"expiration date and must be redeemed within the deadline" - subject to extra charge for
the companies use the fading opportunities and countdown any taste, except canned
beverages, hand-flushes,
mechanism to exploit consumers' fears and stimulate them to siphonage, stocking series,
take action. In addition, they use consumers' desire for alcoholic beverages and
possession to design activities to stimulate them to have the oatmeal milk)
desire to exchange products. Content Starbucks holds special Starburst-related marketing events
from time to time to provide consumers with more surprises
TABLE V. INTERFACE ANALYSIS AND DESCRIPTION- LIMITED TIME and rewards.
PROMOTION
Analysis
Interface 1. Gamification Stage: Creation
2. Gamification Motivation: empowerment
3. Gamification Mechanism: exchangeable points
4. Consumer Experience: Active participation and efforts to
exchange goods in the shortest possible time
5. Consumer Behavior: Users will do their best to increase
their points by using "exchangeable points" for exchange.

D. Sharing Stage in Starbucks APP


In this internet-driven society, we use social marketing to
integrate with major social networking sites. For example,
"LINE Gift" and "Facebook Seasonal Limited" use social
influence to make consumers feel more connected to others.
The combination of charity activities is the motive of the
mission and call to attract consumers.
Claim your $50 rebate for every $200 spent
$50 Voucher TABLE VII. INTERFACE ANALYSIS AND DESCRIPTION- FIRST TO DRINK
Date of forwarding:2022-03-17 TASK ACTIVITY
Expiration Date:2022-03-19
Content Interface
Consumers must use the coupon within three days after
receiving it.
Analysis 1. Gamification Stage: Play
2. Gamification Motivation: Avoidance
3. Gamification Mechanism: evanescence opportunity
and rightful heritage
4. Consumer Experience: (1) Without immediate action,
opportunities disappear (2) Build consumer sense of
urgency
5. Consumer Behavior: active participation, don’t want to
lose.

Content
Seasonal products will be more attractive to consumers,
so we launched a campaign on our fan page where the
winner will be able to enjoy seasonal products first by
completing a task.

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Analysis 1. Gamification Stage: Share successful example in designing a gamification APP. From
2. Gamification Motivation: social influence and the summary table of Starbucks gamification, there are several
meaning findings.
3. Gamification Mechanism: water cooler, humanity hero
and social treasure The Starbucks App focuses on accumulating points for
4. Consumer Experience: (1) Create a community with gifts and offers a buy-one-get-one-free sharing mechanism.
frequent communication (2) Have a caring donation Among the eight motives of gamification, we conclude that
experience
5. Consumer Behavior: Reinforcing social Impact so
the motives of gamification in the Starbucks APP are
more people don't miss events "significant mission and calling", "uncertainty and curiosity",
"development and achievement", "loss and avoidance",
E. Feedback Stage in Starbucks APP "empowering creativity and feedback", "ownership and desire
for possession", and "social influence and empathy". The 43
We use social networks, videos, and photo sharing to
gameplay mechanics include "Newbie Luck", "Random
interact with consumers, strengthen social influence, and
Bonus", "Status Points", and "Achievement Symbol",
create a strong community with frequent communication.
REFERENCES
TABLE VIII. INTERFACE ANALYSIS AND DESCRIPTION- WHO IS YOUR
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Analysis 1. Gamification Stage: Feedback [10] Hsieh,S.H., and Chang, A. (2016) The Psychological Mechanism of
2. Gamification Motivation: social influence Brand Co-creation Engagement. Journal of Interactive Marketing,33,
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4. Consumer Experience: Create a community of
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under different gamification paths and what experience it can
bring to the consumers are still explored. Starbucks is a

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