Retailing and other business sectors have been buffeted by the diffusion of mobile technology. Millennials, in particular, consider such technology indispensable and have lately been using it for gaming applications. In order to thrive in the new mobile and game centric world, retailers will need to adapt and leverage mobile game-like applications using the process known as gamification. Our own sense is that the gamified interfaces currently offered by firms mostly miss the mark. We provide a systematic overview of game design and point out how principles derived from that field are highly applicable to gamified retail apps as well as to other firm offerings with game like elements. We are aided in our systematic approach by the work of Sc...
Gamification is recognized as the next big thing in marketing by using game design elements in a non...
Gamification is a diverse application of game elements implemented by firms in various circumstances...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
A variety of business sectors have been buffeted by the diffusion of mobile technology, a trend that...
Games are a fun way for humans to spend hours effortlessly motivated to complete tasks and achieve g...
In recent years, new forms of game and game technologies have emerged in the fields of industry and ...
The mobile marketing application such as gamification has been used among online marketers which hop...
Gamification is defined as using game design elements, characteristic for games, in non-game context...
The purpose of this paper is to identify how gamification can be used by marketing departments to en...
The extensive application of game elements and mechanics has become one of the most frequent marketi...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
Gamification appeared in the realm of marketing and became popular after 2010. The use of gaming app...
In Business-to-Customer as well as in Business-to-Business relationships, having a good communicatio...
Purpose: As online retailing grows in importance there is increasing interest in the online customer...
The term gamification was first brought up a game designer Nick Pelling back in 2004, (Rughini?, 201...
Gamification is recognized as the next big thing in marketing by using game design elements in a non...
Gamification is a diverse application of game elements implemented by firms in various circumstances...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
A variety of business sectors have been buffeted by the diffusion of mobile technology, a trend that...
Games are a fun way for humans to spend hours effortlessly motivated to complete tasks and achieve g...
In recent years, new forms of game and game technologies have emerged in the fields of industry and ...
The mobile marketing application such as gamification has been used among online marketers which hop...
Gamification is defined as using game design elements, characteristic for games, in non-game context...
The purpose of this paper is to identify how gamification can be used by marketing departments to en...
The extensive application of game elements and mechanics has become one of the most frequent marketi...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
Gamification appeared in the realm of marketing and became popular after 2010. The use of gaming app...
In Business-to-Customer as well as in Business-to-Business relationships, having a good communicatio...
Purpose: As online retailing grows in importance there is increasing interest in the online customer...
The term gamification was first brought up a game designer Nick Pelling back in 2004, (Rughini?, 201...
Gamification is recognized as the next big thing in marketing by using game design elements in a non...
Gamification is a diverse application of game elements implemented by firms in various circumstances...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...