Gamification captured the attention of both marketing researchers and practitioners about a decade ago. Despite the established conceptualization of gamification as a driver of intrinsic motivation and a range of empirical research on the topic, there is still uncertainty about its place as a marketing tool. Some researchers argue that gamification acts as a driver of customer engagement, others consider it as an outcome of the process. Such dual nature raises the question of the role which gamification plays in customer relationship management. This study aims to analyze gamification through the lenses of customer engagement theory in order to identify the features of the relationship between these concepts. To achieve that a biblio...
Gamification is a novel concept that seemingly comes out of nowhere and is gaining popularity. There...
The purpose of this study is to understand how gamification contributes to customers’ value creation...
The objective of the article was to identify the impacts of gamification on customers' behaviour. Th...
Gamification became a new attractive way to strengthen relations with consumers for companies and br...
Practitioners and researchers are seeking efficient mechanisms to stimulate and manage customer enga...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
Gamification has become a popular technique in marketing. Many companies believe that gamification c...
Recently companies started to use gamification in their businesses by applying techniques and concep...
Gamification is a relatively new concept that has seen a significant increase in its use in recent y...
Over the last decade, Gamification has been identified as one of the most prominent marketing initia...
Gamification is a concept that is gaining significant recognition in the field of business administr...
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...
Theoretical background: Games are used in various fields beyond pure entertainment: education, healt...
Gamification, to use game elements in non-game context, in marketing has become one of the more succ...
Gamification is a novel concept that seemingly comes out of nowhere and is gaining popularity. There...
The purpose of this study is to understand how gamification contributes to customers’ value creation...
The objective of the article was to identify the impacts of gamification on customers' behaviour. Th...
Gamification became a new attractive way to strengthen relations with consumers for companies and br...
Practitioners and researchers are seeking efficient mechanisms to stimulate and manage customer enga...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
Gamification has become a popular technique in marketing. Many companies believe that gamification c...
Recently companies started to use gamification in their businesses by applying techniques and concep...
Gamification is a relatively new concept that has seen a significant increase in its use in recent y...
Over the last decade, Gamification has been identified as one of the most prominent marketing initia...
Gamification is a concept that is gaining significant recognition in the field of business administr...
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...
Theoretical background: Games are used in various fields beyond pure entertainment: education, healt...
Gamification, to use game elements in non-game context, in marketing has become one of the more succ...
Gamification is a novel concept that seemingly comes out of nowhere and is gaining popularity. There...
The purpose of this study is to understand how gamification contributes to customers’ value creation...
The objective of the article was to identify the impacts of gamification on customers' behaviour. Th...