Gamification as the art and science of turning customer’s everyday interactions into games that serve business purposes. In this study, we investigate how gamification of the mobile application (ant forest) affect users experience and stick to use the “Alipay” and adopt it as one of their regularly used payment scheme. We define three dimensions of user experience are usability, affect and user value. Results show that gamification has positive impacts on user usability, affect and user value experiences, but only user value experience has the significant effect on user stickiness. The current study also provides practical implications and contributions for gamification designer. Understanding contextual factors is critical for successful g...
The focus of this research is on the intersection of user adoption and gamification. User adoption i...
Practitioners and researchers are seeking efficient mechanisms to stimulate and manage customer enga...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
Recent times have witnessed increased usage of gamification in various domains. This study explores ...
With the increasing use of mobile devices in the world and in Turkey, it is possible for companies t...
Organizations increasingly use gamification to engage with, and influence, consumers’ attitudes and ...
Recently, many digital service providers started to gamify their services to promote continued serv...
The implementation of game elements has quintessentially uplifted the overall experience of applicat...
The extensive application of game elements and mechanics has become one of the most frequent marketi...
The present paper examines gamification and which effects the common game mechanics missions, contes...
Gamification represents an attractive opportunity for companies to engage customers in online commun...
The use of game design elements (often called gamification) by firms to engage the customers has att...
This study examines the relationships between several sub-factors of gamification (i.e. fun, rewards...
User retention and consistent engagement can be difficult with many applications vying for our limit...
As online purchasing grows in importance, the interest of enhancing the online purchasing experience...
The focus of this research is on the intersection of user adoption and gamification. User adoption i...
Practitioners and researchers are seeking efficient mechanisms to stimulate and manage customer enga...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
Recent times have witnessed increased usage of gamification in various domains. This study explores ...
With the increasing use of mobile devices in the world and in Turkey, it is possible for companies t...
Organizations increasingly use gamification to engage with, and influence, consumers’ attitudes and ...
Recently, many digital service providers started to gamify their services to promote continued serv...
The implementation of game elements has quintessentially uplifted the overall experience of applicat...
The extensive application of game elements and mechanics has become one of the most frequent marketi...
The present paper examines gamification and which effects the common game mechanics missions, contes...
Gamification represents an attractive opportunity for companies to engage customers in online commun...
The use of game design elements (often called gamification) by firms to engage the customers has att...
This study examines the relationships between several sub-factors of gamification (i.e. fun, rewards...
User retention and consistent engagement can be difficult with many applications vying for our limit...
As online purchasing grows in importance, the interest of enhancing the online purchasing experience...
The focus of this research is on the intersection of user adoption and gamification. User adoption i...
Practitioners and researchers are seeking efficient mechanisms to stimulate and manage customer enga...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...