IDEAS home Printed from https://ideas.repec.org/a/sae/sagope/v12y2022i2p21582440221091246.html
   My bibliography  Save this article

A Real-Time Bidding Gamification Service of Retailer Digital Transformation

Author

Listed:
  • Chang-Yi Kao
  • Hao-En Chueh

Abstract

Real-time bidding (RTB), which holds bids for advertisers to choose when and where to display their advertisements with desired budgets, is one way to improve effectiveness. We proposed supply side platform (SSP) and demand side platform (DSP) to integrate supplier side and demand side as solution. The proposed method combines two digital technology service, gamified RTB and mobile location-based analysis (LBA). In order to make target customers make interactions actively with the advertisement contents, the idea of gamification is employed to increase customer participation. By the coupons in the gamifying RTB App, it have increased the coupon usage rate of 16.7% and 11.6% in the restaurant and apparel industries. It is a successfully digital transformation marketing service for retail industries. The gamified RTB plays an important role in making old business circles accept new technologies for the renewal of promotion strategies and help find the business directions in the future.

Suggested Citation

  • Chang-Yi Kao & Hao-En Chueh, 2022. "A Real-Time Bidding Gamification Service of Retailer Digital Transformation," SAGE Open, , vol. 12(2), pages 21582440221, April.
  • Handle: RePEc:sae:sagope:v:12:y:2022:i:2:p:21582440221091246
    DOI: 10.1177/21582440221091246
    as

    Download full text from publisher

    File URL: https://journals.sagepub.com/doi/10.1177/21582440221091246
    Download Restriction: no

    File URL: https://libkey.io/10.1177/21582440221091246?utm_source=ideas
    LibKey link: if access is restricted and if your library uses this service, LibKey will redirect you to where you can use your library subscription to access this item
    ---><---

    References listed on IDEAS

    as
    1. Shalinda Adikari & Kaushik Dutta, 2019. "A New Approach to Real-Time Bidding in Online Advertisements: Auto Pricing Strategy," INFORMS Journal on Computing, INFORMS, vol. 31(1), pages 66-82, February.
    2. He, Zhou & Cheng, T.C.E. & Dong, Jichang & Wang, Shouyang, 2016. "Evolutionary location and pricing strategies for service merchants in competitive O2O markets," European Journal of Operational Research, Elsevier, vol. 254(2), pages 595-609.
    3. Foster Provost & David Martens & Alan Murray, 2015. "Finding Similar Mobile Consumers with a Privacy-Friendly Geosocial Design," Information Systems Research, INFORMS, vol. 26(2), pages 243-265, June.
    4. Dennis, Charles & Newman, Andrew & Michon, Richard & Josko Brakus, J. & Tiu Wright, Len, 2010. "The mediating effects of perception and emotion: Digital signage in mall atmospherics," Journal of Retailing and Consumer Services, Elsevier, vol. 17(3), pages 205-215.
    5. Hofacker, Charles F. & de Ruyter, Ko & Lurie, Nicholas H. & Manchanda, Puneet & Donaldson, Jeff, 2016. "Gamification and Mobile Marketing Effectiveness," Journal of Interactive Marketing, Elsevier, vol. 34(C), pages 25-36.
    Full references (including those not matched with items on IDEAS)

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Siliang Tong & Xueming Luo & Bo Xu, 2020. "Personalized mobile marketing strategies," Journal of the Academy of Marketing Science, Springer, vol. 48(1), pages 64-78, January.
    2. Cai, Ya-Jun & Lo, Chris K.Y., 2020. "Omni-channel management in the new retailing era: A systematic review and future research agenda," International Journal of Production Economics, Elsevier, vol. 229(C).
    3. Willems, Kim & Smolders, Annelien & Brengman, Malaika & Luyten, Kris & Schöning, Johannes, 2017. "The path-to-purchase is paved with digital opportunities: An inventory of shopper-oriented retail technologies," Technological Forecasting and Social Change, Elsevier, vol. 124(C), pages 228-242.
    4. Jason Rhuggenaath & Alp Akcay & Yingqian Zhang & Uzay Kaymak, 2022. "Setting Reserve Prices in Second-Price Auctions with Unobserved Bids," INFORMS Journal on Computing, INFORMS, vol. 34(6), pages 2950-2967, November.
    5. Pantano, Eleonora, 2016. "Engaging consumer through the storefront: Evidences from integrating interactive technologies," Journal of Retailing and Consumer Services, Elsevier, vol. 28(C), pages 149-154.
    6. Syrjälä, Henna & Kauppinen-Räisänen, Hannele & Luomala, Harri T. & Joelsson, Tapani N. & Könnölä, Kaisa & Mäkilä, Tuomas, 2020. "Gamified package: Consumer insights into multidimensional brand engagement," Journal of Business Research, Elsevier, vol. 119(C), pages 423-434.
    7. Hänninen, Mikko & Paavola, Lauri, 2021. "Managing transformations in retail agglomerations:Case Itis shopping center," Journal of Retailing and Consumer Services, Elsevier, vol. 59(C).
    8. Yang, Lei & Tang, Ruihong, 2019. "Comparisons of sales modes for a fresh product supply chain with freshness-keeping effort," Transportation Research Part E: Logistics and Transportation Review, Elsevier, vol. 125(C), pages 425-448.
    9. Xi, Nannan & Hamari, Juho, 2020. "Does gamification affect brand engagement and equity? A study in online brand communities," Journal of Business Research, Elsevier, vol. 109(C), pages 449-460.
    10. Yongzhong Wu & Yikuan Lu & Simin Huang, 2022. "Impacts of Delivery Charge on the Possibility of Consumers Using Online Food Delivery," Sustainability, MDPI, vol. 14(3), pages 1-21, February.
    11. Behl, Abhishek & Jayawardena, Nirma & Pereira, Vijay & Islam, Nazrul & Giudice, Manlio Del & Choudrie, Jyoti, 2022. "Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda," Technological Forecasting and Social Change, Elsevier, vol. 176(C).
    12. Mathias Eggert & Jens Alberts, 2020. "Frontiers of business intelligence and analytics 3.0: a taxonomy-based literature review and research agenda," Business Research, Springer;German Academic Association for Business Research, vol. 13(2), pages 685-739, July.
    13. João M. Lopes & Sofia Gomes & Ivo Rodrigues, 2024. "Playing the gamification and co-creation game: a bibliometric literature review," Management Review Quarterly, Springer, vol. 74(1), pages 353-376, February.
    14. Krishen, Anjala S. & Dwivedi, Yogesh K. & Bindu, N. & Kumar, K. Satheesh, 2021. "A broad overview of interactive digital marketing: A bibliometric network analysis," Journal of Business Research, Elsevier, vol. 131(C), pages 183-195.
    15. Sharma, Wamika & Lim, Weng Marc & Kumar, Satish & Verma, Aastha & Kumra, Rajeev, 2024. "Game on! A state-of-the-art overview of doing business with gamification," Technological Forecasting and Social Change, Elsevier, vol. 198(C).
    16. Javornik, Ana, 2016. "Augmented reality: Research agenda for studying the impact of its media characteristics on consumer behaviour," Journal of Retailing and Consumer Services, Elsevier, vol. 30(C), pages 252-261.
    17. Kosuke Uetake & Nathan Yang, 2020. "Inspiration from the “Biggest Loser”: Social Interactions in a Weight Loss Program," Marketing Science, INFORMS, vol. 39(3), pages 487-499, May.
    18. Yunji Moon & Deborah J. Armstrong, 2020. "Service quality factors affecting customer attitudes in online-to-offline commerce," Information Systems and e-Business Management, Springer, vol. 18(1), pages 1-34, March.
    19. Mulier, Lana & Slabbinck, Hendrik & Vermeir, Iris, 2021. "This Way Up: The Effectiveness of Mobile Vertical Video Marketing," Journal of Interactive Marketing, Elsevier, vol. 55(C), pages 1-15.
    20. Garaus, Marion & Wagner, Udo, 2019. "Let me entertain you – Increasing overall store satisfaction through digital signage in retail waiting areas," Journal of Retailing and Consumer Services, Elsevier, vol. 47(C), pages 331-338.

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:sae:sagope:v:12:y:2022:i:2:p:21582440221091246. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: SAGE Publications (email available below). General contact details of provider: .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.