Context Pokémon Go is a popular mobile augmented reality game that requires players to travel to different locations to capture virtual characters. This study systematically reviews …
J Hamari, A Malik, J Koski, A Johri - International Journal of Human …, 2019 - Taylor & Francis
In recent years, augmented reality games (ARGs) such as Pokémon Go have become increasingly popular. These games not only afford a novel gaming experience but also have …
The field of augmented reality (AR) and human behavior emerged when Azuma et al.(2001) refined the term augmented reality in 2001. Research on the topic has grown steadily in the …
S Jang, PJ Kitchen, J Kim - Journal of Business Research, 2018 - Elsevier
This study investigates how gamified customer benefits (epistemic, social integrative, and personal integrative) and customer characteristics (age and experience) influence marketing …
Background This study aimed to design a gamified smartphone application (app) and assess its efficacy for education of mothers regarding oral healthcare of their children …
Background and aims Internet use has become an important part of daily living. However, for a minority it may become problematic. Moreover, problematic use of the Internet/smartphone …
T Che, Y Peng, Q Zhou, A Dickey, F Lai - Electronic Commerce Research …, 2023 - Elsevier
Gamification design in e-commerce ecosystems has developed rapidly, attracting scholars' and managers' attention. The E-commerce ecosystem includes multiple players, including …
Gamification is commonly implemented with the goal of transforming activities, systems and services to afford similar experiences and motivational support as games do. In health and …
Users are attracted by augmented reality games to fulfil their needs. Two objectives are proposed:(1) to research the motivations of those using augmented reality mobile games;(2) …