Customer engagement (CE) is a marketing concept that emerged after the new millennium. Despite flourishing interest on CE among marketing academics and professionals, no …
Gamification has been widely used to design better educational systems aiming to increase students' concentration, motivation, engagement, flow experience, and others positive …
The objective of this research was to determine the impact of classroom environment, teacher competency, information and communication technology (ICT) resources, and …
Organizations are increasingly making use of gamification to enhance users' engagement with their mobile apps. However, more research into the mechanisms that facilitate user …
N Xi, J Hamari - Journal of Business Research, 2021 - Elsevier
Virtual reality (VR) refers to technologies for substituting the perceived reality. With the recent proliferation of consumer-grade head-mounted VR displays, several industries have …
FA Nieto-Escamez, MD Roldán-Tapia - Frontiers in psychology, 2021 - frontiersin.org
The ongoing pandemic caused by coronavirus disease 2019 (COVID-19) has enforced a shutdown of educative institutions of all levels, including high school and university students …
As far back as the industrial revolution, significant development in technical innovation has succeeded in transforming numerous manual tasks and processes that had been in …
Technological innovations are creating new products, services, and markets that satisfy enduring consumer needs. These technological innovations create value for consumers and …
The challenge of convincing people to change their eating habits toward more environmentally sustainable food consumption (ESFC) patterns is becoming increasingly …