A Suh, C Wagner, L Liu - Journal of Computer Information Systems, 2018 - Taylor & Francis
Gamification—the use of game elements in non-game contexts—is gaining interest among researchers and practitioners. How gamification enhances user engagement, though …
With keen competition in the online game industry, game developers and publishers are finding new ways to induce players' to spend money on subscriptions and virtual items. As …
Purpose The purpose of this paper is to close the gap between the theoretical nature of existing contributions in customer engagement value (CEV) and its need to practically …
A Suh, C Wagner, L Liu - 2015 48th Hawaii international …, 2015 - ieeexplore.ieee.org
The use of game design elements to foster user engagement in non-game contexts, such as marketing, education, training, and healthcare, is rapidly gaining interest. Despite the …
A Gupta, A Kumar, E Melese - Young Consumers, 2023 - emerald.com
Purpose This study aims to identify the key drivers of consumer engagement in e-commerce among young consumers at bottom-of-pyramid (BoP) markets and their impact on continued …
SY Kim - Journal of Retailing and Consumer Services, 2023 - Elsevier
As COVID-19 persists, a new normal has emerged in our lives and consumption patterns. The rapid rise in demand for online consumption without physical contact is a prime …
One outcome of the digitised retail environment is the emergence of consumer-to-consumer (C2C) electronic commerce. Existing research has extensively addressed C2C commerce in …
Purpose Consumer-to-consumer (C2C) electronic commerce (e-commerce) is shaping contemporary retailing. Despite the fact that a large amount of C2C e-commerce is …
SA Djohan, D Handhana, VB Castafiore… - … Research and Critics …, 2022 - bircu-journal.com
Intense competition among e-marketplaces drives companies to find creative ways to attract and keep customers. One of the approaches is by increasing customer engagement in the …