Evaluating the role of gamification and flow in e-consumers: millennials versus generation X

A García-Jurado, P Castro-González… - Kybernetes, 2019 - emerald.com
Purpose This research has three main objectives. First, it examines influence of gamification
on the behavioral intention to use an e-commerce platform. Second, it analyzes the role of …

Evaluating the role of gamification and flow in e-consumers: millennials versus generation X

A García Jurado, P Castro González… - …, 2019 - repositorio.uloyola.es
This research has three main objectives. First, it examines influence of gamification on the
behavioral intention to use an e-commerce platform. Second, it analyzes the role of the flow …

Evaluating the role of gamification and flow in e-consumers: millennials versus generation X

A García-Jurado, P Castro-González… - … Journal of Systems …, 2018 - ingentaconnect.com
Purpose This research has three main objectives. First, it examines influence of gamification
on the behavioral intention to use an e-commerce platform. Second, it analyzes the role of …

Evaluating the role of gamification and flow in e-consumers: millennials versus generation X

A García-Jurado, P Castro-González… - … Journal of Systems …, 2019 - ingentaconnect.com
Purpose This research has three main objectives. First, it examines influence of gamification
on the behavioral intention to use an e-commerce platform. Second, it analyzes the role of …