Purpose: Interaction through the use of social media, smartphones, and online games is increasingly growing. Regarding games, it is estimated that part of the population spends more than 12 hours a week in interactions provided by online games. In this context, the objective of the present research is to study and deepen the connection between co-creation and gamification applied to the services sector. Originality/value: This research aims to contribute to the gap reduction in the existing literature in the areas of gamification and co-creation applied to the services sector. The fact that the research is applied to a peripheral region of Europe and to a different business sector contributes to a better understanding of the relationship...
How can employees be driven to engage in desirable behaviors such as greater participation in achiev...
Gamification appeared in the realm of marketing and became popular after 2010. The use of gaming app...
Academics and practitioners acknowledge the relevance of integrating customers in the development 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...
In recent years, new forms of game and game technologies have emerged in the fields of industry and ...
Academics and practitioners acknowledge the relevance of integrating customers in the development of...
The purpose of this paper is to identify how gamification can be used by marketing departments to en...
Gamification involves incorporating elements of online games, such as points, leaderboards, and badg...
AbstractIn this work we provide an overview of gamification, i.e. the application of methods from ga...
This research studies gamification: the use of game design elements in non-game contexts. Gamificati...
Academics and practitioners acknowledge the relevance to co-create value with customers in terms of ...
Academics and practitioners acknowledge the relevance of integrating customers in the development of...
This paper aims to explore the main implications of gamification approaches to collaborative innovat...
How can employees be driven to engage in desirable behaviors such as greater participation in achiev...
Gamification appeared in the realm of marketing and became popular after 2010. The use of gaming app...
Academics and practitioners acknowledge the relevance of integrating customers in the development 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...
In recent years, new forms of game and game technologies have emerged in the fields of industry and ...
Academics and practitioners acknowledge the relevance of integrating customers in the development of...
The purpose of this paper is to identify how gamification can be used by marketing departments to en...
Gamification involves incorporating elements of online games, such as points, leaderboards, and badg...
AbstractIn this work we provide an overview of gamification, i.e. the application of methods from ga...
This research studies gamification: the use of game design elements in non-game contexts. Gamificati...
Academics and practitioners acknowledge the relevance to co-create value with customers in terms of ...
Academics and practitioners acknowledge the relevance of integrating customers in the development of...
This paper aims to explore the main implications of gamification approaches to collaborative innovat...
How can employees be driven to engage in desirable behaviors such as greater participation in achiev...
Gamification appeared in the realm of marketing and became popular after 2010. The use of gaming app...
Academics and practitioners acknowledge the relevance of integrating customers in the development of...