The extensive application of game elements and mechanics has become one of the most frequent marketing strategies utilize for sustainable business development purposes. However, previous researches have seldom explored the inter-relationships of components of games and continuous inclination of the utilization of mobile payment applications which could be presented through Gamification. The corresponding research endeavor has analysed the implications of Gamification on mobile payments in general in the manner of assessment of experiences of mobile payment applications operating customers in terms of their inclinations towards gaming behavior precisely. The emphasis has been to analyse the brand loyalty perspective in this context as well. ...
The use of game design elements (often called gamification) by firms to engage the customers has att...
Baptista, G., & Oliveira, T. (2017). Why so serious? Gamification impact in the acceptance of mobile...
Baptista, G., & Oliveira, T. (2017). Why so serious? Gamification impact in the acceptance of mobile...
Gamification is defined as using game design elements, characteristic for games, in non-game context...
The mobile marketing application such as gamification has been used among online marketers which hop...
Recent times have witnessed increased usage of gamification in various domains. This study explores ...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
Gamification is a diverse application of game elements implemented by firms in various circumstances...
The use of game design elements (often called gamification) by firms to engage the customers has att...
The use of game design elements (often called gamification) by firms to engage the customers has att...
Games are a fun way for humans to spend hours effortlessly motivated to complete tasks and achieve g...
As online purchasing grows in importance, the interest of enhancing the online purchasing experience...
The purpose of this paper is to identify how gamification can be used by marketing departments to en...
With the increasing use of mobile devices in the world and in Turkey, it is possible for companies t...
With the increasing use of mobile devices in the world and in Turkey, it is possible for companies t...
The use of game design elements (often called gamification) by firms to engage the customers has att...
Baptista, G., & Oliveira, T. (2017). Why so serious? Gamification impact in the acceptance of mobile...
Baptista, G., & Oliveira, T. (2017). Why so serious? Gamification impact in the acceptance of mobile...
Gamification is defined as using game design elements, characteristic for games, in non-game context...
The mobile marketing application such as gamification has been used among online marketers which hop...
Recent times have witnessed increased usage of gamification in various domains. This study explores ...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
Gamification is a diverse application of game elements implemented by firms in various circumstances...
The use of game design elements (often called gamification) by firms to engage the customers has att...
The use of game design elements (often called gamification) by firms to engage the customers has att...
Games are a fun way for humans to spend hours effortlessly motivated to complete tasks and achieve g...
As online purchasing grows in importance, the interest of enhancing the online purchasing experience...
The purpose of this paper is to identify how gamification can be used by marketing departments to en...
With the increasing use of mobile devices in the world and in Turkey, it is possible for companies t...
With the increasing use of mobile devices in the world and in Turkey, it is possible for companies t...
The use of game design elements (often called gamification) by firms to engage the customers has att...
Baptista, G., & Oliveira, T. (2017). Why so serious? Gamification impact in the acceptance of mobile...
Baptista, G., & Oliveira, T. (2017). Why so serious? Gamification impact in the acceptance of mobile...