Organizations increasingly use gamification to engage with, and influence, consumers’ attitudes and behaviors. In this article, we present findings from a longitudinal, mixed‐method research design that (1) examined the extent to which game design elements created by a third‐party app lead to increased attitudinal loyalty toward core service providers and (2) sought to explain the underlying processes that invoke attitudinal change. Behavioral data collected from app users indicated that knowledge‐focused affordances positively influenced consumer loyalty and explained 11.3% of the variance in attitudinal change. Follow‐up interviews revealed that Rewards, Competition, Sense of Achievement, and Gaining Knowledge were representative of consu...
This study examines the relationships between several sub-factors of gamification (i.e. fun, rewards...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
This research analysis was conducted to examine the influence of gamified loyalty programs on custom...
Recent times have witnessed increased usage of gamification in various domains. This study explores ...
Recently, many digital service providers started to gamify their services to promote continued serv...
Gamification is defined as using game design elements, characteristic for games, in non-game context...
Games are a fun way for humans to spend hours effortlessly motivated to complete tasks and achieve g...
Mobile applications (apps) take advantage of gamification features to increase users’ brand equity i...
The use of game design elements (often called gamification) by firms to engage the customers has att...
Gamification is a diverse application of game elements implemented by firms in various circumstances...
The extensive application of game elements and mechanics has become one of the most frequent marketi...
With the increasing use of mobile devices in the world and in Turkey, it is possible for companies t...
Gamification as the art and science of turning customer’s everyday interactions into games that serv...
In recent times gamification has increasingly been used by brands through smartphones to interact e...
User retention and consistent engagement can be difficult with many applications vying for our limit...
This study examines the relationships between several sub-factors of gamification (i.e. fun, rewards...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
This research analysis was conducted to examine the influence of gamified loyalty programs on custom...
Recent times have witnessed increased usage of gamification in various domains. This study explores ...
Recently, many digital service providers started to gamify their services to promote continued serv...
Gamification is defined as using game design elements, characteristic for games, in non-game context...
Games are a fun way for humans to spend hours effortlessly motivated to complete tasks and achieve g...
Mobile applications (apps) take advantage of gamification features to increase users’ brand equity i...
The use of game design elements (often called gamification) by firms to engage the customers has att...
Gamification is a diverse application of game elements implemented by firms in various circumstances...
The extensive application of game elements and mechanics has become one of the most frequent marketi...
With the increasing use of mobile devices in the world and in Turkey, it is possible for companies t...
Gamification as the art and science of turning customer’s everyday interactions into games that serv...
In recent times gamification has increasingly been used by brands through smartphones to interact e...
User retention and consistent engagement can be difficult with many applications vying for our limit...
This study examines the relationships between several sub-factors of gamification (i.e. fun, rewards...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
This research analysis was conducted to examine the influence of gamified loyalty programs on custom...