Consumption can be more than just a necessity; it can become a leisure activity. With the emergence of e-commerce and social media, products and services are just one click away; a trend that is further driven by gamified systems. This research aims to systematically analyze the most relevant academic literature on gamification, to establish if it influences online consumer decisions and, if so, which elements, mechanisms, and theories can explain it. After a thorough search from Web of Science and Scopus databases using SciMAT, 257 papers were analyzed. Twenty-nine (29) of the 36 papers found show empirical evidence that the inclusion of game elements in non-game activities has a significant influence on consumer engagement and online cons...
Engagement in online programs is difficult to maintain. Gamification is the recent trend that offers...
Purpose: Many marketplace examples suggest that using gamification in the online retail shopping con...
Recently companies started to use gamification in their businesses by applying techniques and concep...
As online purchasing grows in importance, the interest of enhancing the online purchasing experience...
Gamification, to use game elements in non-game context, in marketing has become one of the more succ...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
Purpose: As online retailing grows in importance there is increasing interest in the online customer...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
Gamification recently attracted attention from practitioners and researchers aiming to gain understa...
In human-computer interaction, the trend towards gamification is part of the shift of focus from usa...
The trend of employing game mechanisms and techniques in non-game contexts, gamification, has dramat...
Gamification is in its infancy yet is proving to be a useful tool for practitioners in many industri...
The gamification usually refers to the utilization of game design principles and game mechanisms in ...
The purpose of this paper is to identify how gamification can be used by marketing departments to en...
This is the author accepted manuscript. The final version is available from Elsevier via the DOI in ...
Engagement in online programs is difficult to maintain. Gamification is the recent trend that offers...
Purpose: Many marketplace examples suggest that using gamification in the online retail shopping con...
Recently companies started to use gamification in their businesses by applying techniques and concep...
As online purchasing grows in importance, the interest of enhancing the online purchasing experience...
Gamification, to use game elements in non-game context, in marketing has become one of the more succ...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
Purpose: As online retailing grows in importance there is increasing interest in the online customer...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
Gamification recently attracted attention from practitioners and researchers aiming to gain understa...
In human-computer interaction, the trend towards gamification is part of the shift of focus from usa...
The trend of employing game mechanisms and techniques in non-game contexts, gamification, has dramat...
Gamification is in its infancy yet is proving to be a useful tool for practitioners in many industri...
The gamification usually refers to the utilization of game design principles and game mechanisms in ...
The purpose of this paper is to identify how gamification can be used by marketing departments to en...
This is the author accepted manuscript. The final version is available from Elsevier via the DOI in ...
Engagement in online programs is difficult to maintain. Gamification is the recent trend that offers...
Purpose: Many marketplace examples suggest that using gamification in the online retail shopping con...
Recently companies started to use gamification in their businesses by applying techniques and concep...