Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively novel term, yet it has been gaining popularity across a wide range of academic and industrial disciplines. In the marketing field, companies are increasingly gamifying their mobile apps and online platforms to enrich their customers’ digital experiences. Whilst there has been a number of systematic studies examining the influence of gamification on user engagement across different fields, none has reviewed its role in brand value co-creation. Following a systematic literature review procedure via the online research platform EBSCOhost, this paper is the first to survey a set of empirical studies examining the role and impact of gamification on b...
As online purchasing grows in importance, the interest of enhancing the online purchasing experience...
Academics and practitioners acknowledge the relevance to co-create value with customers in terms of ...
Purpose: Interaction through the use of social media, smartphones, and online games is increasingly ...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
Gamification, to use game elements in non-game context, in marketing has become one of the more succ...
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...
Gamification became a new attractive way to strengthen relations with consumers for companies and br...
The trend of employing game mechanisms and techniques in non-game contexts, gamification, has dramat...
Recently companies started to use gamification in their businesses by applying techniques and concep...
Consumption can be more than just a necessity; it can become a leisure activity. With the emergence ...
In recent years, new forms of game and game technologies have emerged in the fields of industry and ...
Gamification is a relatively new concept that has seen a significant increase in its use in recent y...
AbstractThis paper examines gamification's role as a communication and customer engagement tool for ...
As online purchasing grows in importance, the interest of enhancing the online purchasing experience...
Academics and practitioners acknowledge the relevance to co-create value with customers in terms of ...
Purpose: Interaction through the use of social media, smartphones, and online games is increasingly ...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
Gamification, to use game elements in non-game context, in marketing has become one of the more succ...
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...
Gamification became a new attractive way to strengthen relations with consumers for companies and br...
The trend of employing game mechanisms and techniques in non-game contexts, gamification, has dramat...
Recently companies started to use gamification in their businesses by applying techniques and concep...
Consumption can be more than just a necessity; it can become a leisure activity. With the emergence ...
In recent years, new forms of game and game technologies have emerged in the fields of industry and ...
Gamification is a relatively new concept that has seen a significant increase in its use in recent y...
AbstractThis paper examines gamification's role as a communication and customer engagement tool for ...
As online purchasing grows in importance, the interest of enhancing the online purchasing experience...
Academics and practitioners acknowledge the relevance to co-create value with customers in terms of ...
Purpose: Interaction through the use of social media, smartphones, and online games is increasingly ...