Gamified Feedback and Customer Stickiness: A Case Study of Meituan and DoorDash
Research Article
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Gamified Feedback and Customer Stickiness: A Case Study of Meituan and DoorDash

Yingbo Sun 1*
1 Queen's University
*Corresponding author: 20ys90@queensu.ca
Published on 27 August 2025
Volume Cover
LNEP Vol.112
ISSN (Print): 2753-7056
ISSN (Online): 2753-7048
ISBN (Print): 978-1-80590-339-0
ISBN (Online): 978-1-80590-340-6
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Abstract

The explosive growth of food-delivery platforms has shifted the focus of competition from user acquisition to user retention. However, most platforms still rely on a one-time five-star rating system, whose weak incentive mechanism and linear dispute process cannot build long-term loyalty or obtain high-quality feedback. This paper compares the "gamification + crowdsourced review" model (Meituan) and the traditional star rating model (DoorDash). Drawing on the literature, Self-Determination Theory (SDT) and procedural justice, this paper constructs a three-stage framework-design layer → psychological/operational layer → outcome layer-to explain how hierarchical badges, points, and user arbitration can simultaneously meet the needs of competence, autonomy, and relatedness, and resolve disputes in parallel. The findings indicate that gamified crowdsourced review feedback is not just an embellishment of the user experience but a sustainable strategy that integrates user engagement, data assets, and governance efficiency. This paper finally proposes actionable design guidelines and an experimental agenda for cross-cultural replication and longitudinal causal testing.

Keywords:

Gamification feedback, crowd-jury mechanism, user loyalty, Meituan jury, platform governance

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Sun,Y. (2025). Gamified Feedback and Customer Stickiness: A Case Study of Meituan and DoorDash. Lecture Notes in Education Psychology and Public Media,112,1-7.

References

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[5]. DoorDash. (2025). 2025 DoorDash Delivery Trends Report. DoorDash.

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[10]. Liang, T. (2023). Study on the Crowdsourcing Dispute Resolution on Network Platforms (Master's thesis). Communication University of China.

[11]. Ramdhansya, A. F., Vernanda, S. M., Budi, I., Putra, P. K., & Santoso, A. B. (2025). Customer Satisfaction Evaluation in Online Food-Delivery Services: A Systematic Literature Review. Jurnal RESTI, 9(2), 303-313.

[12]. Zhang, Z. (2015). Study on Strategies of Internet Products Design in Perspective of Gamification (Master's Thesis). Jiangnan University.

[13]. Moon, J., & Ji, Y. (2024). Attributes of Corporate Social Responsibility, Trust, and Positive Emotion in a Food-Delivery Application System. Global Business & Finance Review, 30(1), 22-35.

Cite this article

Sun,Y. (2025). Gamified Feedback and Customer Stickiness: A Case Study of Meituan and DoorDash. Lecture Notes in Education Psychology and Public Media,112,1-7.

Data availability

The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.

About volume

Volume title: Proceedings of ICILLP 2025 Symposium: Digital Governance: Inter-Firm Coopetition and Legal Frameworks for Sustainability

ISBN: 978-1-80590-339-0(Print) / 978-1-80590-340-6(Online)
Editor: Renuka Thakore, Tonejit Gad-Harry
Conference date: 18 September 2025
Series: Lecture Notes in Education Psychology and Public Media
Volume number: Vol.112
ISSN: 2753-7048(Print) / 2753-7056(Online)