CL Hsu, MC Chen - Computers in human behavior, 2018 - Elsevier
Gamification is increasingly applied as a design strategy when improving various behavioral outcomes in the online retailing domain. Understanding the attributes of gamification …
M Jami Pour, K Rafiei, M Khani… - Nankai Business Review …, 2021 - emerald.com
Purpose In recent years, the concept of gamification is one of the fastest-growing trends in the field of marketing to persuade, motivate and manipulate customer behavior. The …
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively novel term, yet it has been gaining popularity across a wide range of academic …
This study is aimed at establishing a connection between brand gamified experiences and brand value co-creation, based on a literature review and insights from exploratory research …
CL Hsu, MC Chen - Technological Forecasting and Social Change, 2018 - Elsevier
Given the growing commercial importance of the “user experience”, better application of gamification. Thus, this study aims at exploring the antecedents and consequences of user …
Purpose A gamification approach uses game components in non-game services to increase customer engagement and loyalty. This study aims to investigate the relationships between …
CL Hsu, YC Chen, TN Yang, WK Lin - Telematics and Informatics, 2017 - Elsevier
The purposes of this study are mainly to investigate the relationships among website features (ie utilitarian and hedonic features), user experience, perceived value (ie …
Y Yang, Y Asaad, Y Dwivedi - Computers in Human Behavior, 2017 - Elsevier
The development of multiple applications with features of games has brought about a new trend–gamification. Gamification has become a fast-emerging practice in the business world …
Many digital service providers have adopted gamification to promote customer engagement. Critical questions, however, remain about the most effective way to enhance customer …