In recent times gamification has increasingly been used by brands through smartphones to interact effectively with their consumers. The core assumption for creating gamified environment is that it will develop engagement with the consumer and motivate them to use their product or services. However, beyond this assumption, there is dearth empirical evidence regarding how much effective these gamified features are in engaging consumers. Therefore, this research analyses the relationship between flow, brand engagement, self-brand connection and brand usage intent among consumers (N = 360)of two gamified mobile applications. The findings show that the multidimensional construct flow formed by five dimensions i.e. challenge, feedback, autonomy, ...
Gamification has emerged as a popular approach to use a virtual platform in combination with social...
Gamification has emerged as a popular approach to use a virtual platform in combination with social...
With the increasing use of mobile devices in the world and in Turkey, it is possible for companies t...
In recent times gamification has increasingly been used by brands through smartphones to interact e...
In recent times gamification has increasingly been used by brands through smartphones to interact ef...
In recent times gamification has increasingly been used by brands through smartphones to interact ef...
Gamification has become a popular technique in marketing. Many companies believe that gamification c...
Many companies are increasingly attempting to build and manage brand communities that increasingly r...
Mobile applications (apps) take advantage of gamification features to increase users’ brand equity i...
Recently companies started to use gamification in their businesses by applying techniques and concep...
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...
Many companies are increasingly attempting to build and manage brand communities that increasingly...
In recent years organizations have recognized the indirect value customers add to a brand through th...
Gamification has emerged as a popular approach to use a virtual platform in combination with social...
Gamification has emerged as a popular approach to use a virtual platform in combination with social...
Gamification has emerged as a popular approach to use a virtual platform in combination with social...
With the increasing use of mobile devices in the world and in Turkey, it is possible for companies t...
In recent times gamification has increasingly been used by brands through smartphones to interact e...
In recent times gamification has increasingly been used by brands through smartphones to interact ef...
In recent times gamification has increasingly been used by brands through smartphones to interact ef...
Gamification has become a popular technique in marketing. Many companies believe that gamification c...
Many companies are increasingly attempting to build and manage brand communities that increasingly r...
Mobile applications (apps) take advantage of gamification features to increase users’ brand equity i...
Recently companies started to use gamification in their businesses by applying techniques and concep...
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...
Many companies are increasingly attempting to build and manage brand communities that increasingly...
In recent years organizations have recognized the indirect value customers add to a brand through th...
Gamification has emerged as a popular approach to use a virtual platform in combination with social...
Gamification has emerged as a popular approach to use a virtual platform in combination with social...
Gamification has emerged as a popular approach to use a virtual platform in combination with social...
With the increasing use of mobile devices in the world and in Turkey, it is possible for companies t...