Merhabi, Mohamad Amir, Petridis, Panagiotis and Khusainova, Rushana (2025). When Gamification Falls Short: Probing Lurker Resistance to Brand Value Co-Creation. International Journal of Human-Computer Interaction ,
Abstract
Brand value co-creation involves collaboration between companies and end users to drive business growth and innovation. While gamification is widely used to promote engagement in co-creative platforms, its limitations in engaging passive users—commonly known as lurkers—remain underexplored. This study addresses this gap by surveying lurkers on the global gamified travel review platform TripAdvisor. Using a sequential mixed-methods design, thematic analysis of focus group discussions revealed key disengagement patterns, which were then validated through a cross-sectional survey analyzed via Structural Equation Modeling (SEM). As a result, an empirical model titled Lurkers’ Rationale in Gamified Co-Creative Platforms is introduced, elucidating lurkers’ persistent passivity even when incentivized by gamified features, while also revealing a latent interplay between technological and organizational lurking factors in gamified settings. Practical measures to address gamification’s shortcomings are also reported and discussed. The findings contribute to both research and practice, particularly for crowdsourcing platforms, whose effectiveness inherently depends on user participation.
| Publication DOI: | https://doi.org/10.1080/10447318.2025.2605183 |
|---|---|
| Divisions: | College of Business and Social Sciences > Aston Business School > Cyber Security Innovation (CSI) Research Centre College of Business and Social Sciences College of Business and Social Sciences > Aston Business School > Operations & Information Management College of Business and Social Sciences > Aston Business School |
| Additional Information: | Copyright © 2025 Taylor & Francis Group, LLC. This is an Accepted Manuscript of an article published by Taylor & Francis in the International Journal of Human-Computer Interaction on 29th December 2025, available online at: https://doi.org/10.1080/10447318.2025.2605183. This version is made available under the terms of the Creative Commons Attribution-NonCommercial License (https://creativecommons.org/licenses/by-nc/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is properly cited. |
| Uncontrolled Keywords: | Gamification,brand value co-creation,lurkers,crowdsourcing |
| Publication ISSN: | 1532-7590 |
| Last Modified: | 09 Mar 2026 08:18 |
| Date Deposited: | 06 Mar 2026 13:05 |
| Full Text Link: | |
| Related URLs: |
https://www.tan ... 18.2025.2605183
(Publisher URL) https://www.sco ... ns/105026150063 (Scopus URL) |
PURE Output Type: | Article |
| Published Date: | 2025-12-29 |
| Published Online Date: | 2025-12-29 |
| Accepted Date: | 2025-12-11 |
| Submitted Date: | 2025-07-13 |
| Authors: |
Merhabi, Mohamad Amir
Petridis, Panagiotis (
0000-0003-3593-8261)
Khusainova, Rushana |
0000-0003-3593-8261