This study examines the relationships between several sub-factors of gamification (i.e. fun, rewards, competition, and storytelling) and brand app experiences. The study also examines the moderating effects of the so-called 4Rs of brand apps (reflex, reality, real place, and real communication) on brand app experiences. The study was conducted in groups of approximately 450 subjects. The study finds that gamification is positively related to brand app experiences, with fun and storytelling serving as motivating factors and having stronger effects on brand app experiences than other factors. Brand app users are more likely to seek fun and storytelling when using brand apps than other potential gamification sub-factors. The results suggest th...
Gamification as the art and science of turning customer’s everyday interactions into games that serv...
Recently, many digital service providers started to gamify their services to promote continued serv...
Gamification represents an attractive opportunity for companies to engage customers in online commun...
In recent times gamification has increasingly been used by brands through smartphones to interact ef...
Mobile applications (apps) take advantage of gamification features to increase users’ brand equity i...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
Organizations increasingly use gamification to engage with, and influence, consumers’ attitudes and ...
Gamification has become a popular technique in marketing. Many companies believe that gamification c...
Branded apps have attracted an increasing amount of attention as a marketing communication platform....
Recently companies started to use gamification in their businesses by applying techniques and concep...
In recent years organizations have recognized the indirect value customers add to a brand through th...
AbstractThe subject of gamification is a relatively new and novel concept when it comes to stimulati...
The objective of the article was to identify the impacts of gamification on customers' behaviour. Th...
Dissertation presented as the partial requirement for obtaining a Master's degree in Information Man...
The purpose of this study is to understand how gamification contributes to customers’ value creation...
Gamification as the art and science of turning customer’s everyday interactions into games that serv...
Recently, many digital service providers started to gamify their services to promote continued serv...
Gamification represents an attractive opportunity for companies to engage customers in online commun...
In recent times gamification has increasingly been used by brands through smartphones to interact ef...
Mobile applications (apps) take advantage of gamification features to increase users’ brand equity i...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
Organizations increasingly use gamification to engage with, and influence, consumers’ attitudes and ...
Gamification has become a popular technique in marketing. Many companies believe that gamification c...
Branded apps have attracted an increasing amount of attention as a marketing communication platform....
Recently companies started to use gamification in their businesses by applying techniques and concep...
In recent years organizations have recognized the indirect value customers add to a brand through th...
AbstractThe subject of gamification is a relatively new and novel concept when it comes to stimulati...
The objective of the article was to identify the impacts of gamification on customers' behaviour. Th...
Dissertation presented as the partial requirement for obtaining a Master's degree in Information Man...
The purpose of this study is to understand how gamification contributes to customers’ value creation...
Gamification as the art and science of turning customer’s everyday interactions into games that serv...
Recently, many digital service providers started to gamify their services to promote continued serv...
Gamification represents an attractive opportunity for companies to engage customers in online commun...