The present paper examines gamification and which effects the common game mechanics missions, contest, streaks and luck have on consumers. Specifically, the paper examines how these game mechanics influence usage intensity and user experiences through the mediators flow and stress. Moreover, the study investigates if and how gamification increases the likelihood of becoming addicted to a gamified application in order to create awareness of the potential ethical issues regarding gamified design. The research was conducted through two studies. Study 1 was an ethnographic study of Pokémon Go among brand community members in Oslo, Norway. Study 2 provided quantitative triangulation of the ethnographic findings through a survey among Pokémon Go ...
Although gamification has received considerable attention from both researchers and practitioners, i...
This thesis is about gamification and the effective methods that one should use when trying to imple...
Purpose: Marketers have begun to investigate the potential of gamification for influencing consumer ...
The aim of this work is to investigate the experiences that users make when using gamified services ...
Existing scholarship of gamification has covered the effectiveness of different types of game design...
Recently companies started to use gamification in their businesses by applying techniques and concep...
Gamification is a modern concept that makes physical and digital activities engaging and enjoyable j...
The purpose of this paper is to identify how gamification can be used by marketing departments to en...
The focus of this research is on the intersection of user adoption and gamification. User adoption i...
Gamification is the concept of using game design elements as a means of attracting users to a produc...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
As online purchasing grows in importance, the interest of enhancing the online purchasing experience...
Games are characterized above all by the fact that players naturally show a very high willingness to...
The objective of the article was to identify the impacts of gamification on customers' behaviour. Th...
Gamification is now a well-established technique in Human-Computer Interaction. However, research on...
Although gamification has received considerable attention from both researchers and practitioners, i...
This thesis is about gamification and the effective methods that one should use when trying to imple...
Purpose: Marketers have begun to investigate the potential of gamification for influencing consumer ...
The aim of this work is to investigate the experiences that users make when using gamified services ...
Existing scholarship of gamification has covered the effectiveness of different types of game design...
Recently companies started to use gamification in their businesses by applying techniques and concep...
Gamification is a modern concept that makes physical and digital activities engaging and enjoyable j...
The purpose of this paper is to identify how gamification can be used by marketing departments to en...
The focus of this research is on the intersection of user adoption and gamification. User adoption i...
Gamification is the concept of using game design elements as a means of attracting users to a produc...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
As online purchasing grows in importance, the interest of enhancing the online purchasing experience...
Games are characterized above all by the fact that players naturally show a very high willingness to...
The objective of the article was to identify the impacts of gamification on customers' behaviour. Th...
Gamification is now a well-established technique in Human-Computer Interaction. However, research on...
Although gamification has received considerable attention from both researchers and practitioners, i...
This thesis is about gamification and the effective methods that one should use when trying to imple...
Purpose: Marketers have begun to investigate the potential of gamification for influencing consumer ...