Social connections shape our behaviour because of peer pressure and social contagion. This phenomenon is amplified in online networks by particularly influential individuals: influencers. Although this concept originated in social media, recent research shows how influencers can also exist in games and affect players' long-term retention. Prolonged retention caused by influencers could benefit gameful systems, especially if the system's goal is positive behavioural change. Retention is desirable because it can aid in internalizing new habits. Therefore, we investigated retention influencers' presence within a location-based persuasive gamified system (Play&Go) and their influence on other behaviours (i.e., the pursuit of a gamification ...
Location-based games (LBGs) are typically played outdoors, as moving in the game is done by moving i...
Consumers’ online purchase decisions can be affected by both direct and indirect peer influences. Li...
Digital games have become a social medium. Players are often socially motivated to play games and ac...
In social and online media, influencers have traditionally been understood as highly visible individ...
In a wide range of social networks, people’s behavior is influencedby social contagion: we do what o...
In a wide range of social networks, people’s behavior is influenced by social contagion: we do what ...
Since it was first mentioned in 2002, Gamification has grown in popularity. Gamification is a term f...
Social games, being embedded in and drawing upon existing social networks, have the potential to spr...
As social media keeps expanding and alternatives for existing services arise, the need for engaging ...
Gamification is recognized as the next big thing in marketing by using game design elements in a non...
This thesis examines the motivational drivers of gamification that influence the willingness to inte...
In the last few decades the popularity of games, and particularly of video games, has exploded. Vide...
The present paper examines gamification and which effects the common game mechanics missions, contes...
Gamification is recognized as the next big thing in marketing by using game design elements in a non...
Mobile applications can integrate games or gamification elements to build a game metaverse, thus inc...
Location-based games (LBGs) are typically played outdoors, as moving in the game is done by moving i...
Consumers’ online purchase decisions can be affected by both direct and indirect peer influences. Li...
Digital games have become a social medium. Players are often socially motivated to play games and ac...
In social and online media, influencers have traditionally been understood as highly visible individ...
In a wide range of social networks, people’s behavior is influencedby social contagion: we do what o...
In a wide range of social networks, people’s behavior is influenced by social contagion: we do what ...
Since it was first mentioned in 2002, Gamification has grown in popularity. Gamification is a term f...
Social games, being embedded in and drawing upon existing social networks, have the potential to spr...
As social media keeps expanding and alternatives for existing services arise, the need for engaging ...
Gamification is recognized as the next big thing in marketing by using game design elements in a non...
This thesis examines the motivational drivers of gamification that influence the willingness to inte...
In the last few decades the popularity of games, and particularly of video games, has exploded. Vide...
The present paper examines gamification and which effects the common game mechanics missions, contes...
Gamification is recognized as the next big thing in marketing by using game design elements in a non...
Mobile applications can integrate games or gamification elements to build a game metaverse, thus inc...
Location-based games (LBGs) are typically played outdoors, as moving in the game is done by moving i...
Consumers’ online purchase decisions can be affected by both direct and indirect peer influences. Li...
Digital games have become a social medium. Players are often socially motivated to play games and ac...