Conclusions
We began this work operating under the assumption that game design principles had not been thoroughly leveraged in practitioner gamification design. Gamification is claimed to enhance loyalty, customer engagement, and motivation (Blohm and Leimeister 2013; Zichermann and Cunningham 2011). However, there is limited empirical evidence of these effects (Hamari, Koivisto, and Sarsa 2014). Rather than pick gamification elements in a vacuum, we believe that a better way forward would be for researchers to utilize the fundamental elements of game design — the Schell (2008) tetrad of story, mechanics, aesthetics, and technology. We note that these gamification elements have been poorly investigated by marketing academics, if at all, in either a general or a mobile gamification setting. We are of the opinion that gamification is not a fad. Because gamification is likely to affect the customer experience, marketers should play an important role in gamification decisions. We hope to have contributed to this understanding at its onset.