Abstract:
The gamification of retail, helped essentially by the development of
augmented reality, is hailed today as being the reverser of declining retail sales
trends. With the rapid expansion and adoption of the Pokémon Go augmented
reality game, there is a dire need to understand the true implications of this
game app on brands and retailers alike. Given that studies on the risks
attributed to the actual gamification of augmented reality are still scarce, this
paper establishes an early understanding on this subject and expands the
discussion on the potential negative implications of the commoditisation of
augmented reality. Based on an exploratory qualitative design whereby
24 experts in the marketing field were interviewed, this study develops the
currently narrow theoretical and practical understanding of how these apps
could affect retailers. In sum, the study proposes a pioneering direction on the
likely negative implications that gaming platforms such as Pokémon Go could
have on the first moment of truth.
Citation:
Ramadan, Z. B., & Farah, M. F. (2017). The Pokémonisation of the first moment of truth. International Journal of Web Based Communities, 13(2), 262-277.