[HTML][HTML] Game on! A state-of-the-art overview of doing business with gamification

W Sharma, WM Lim, S Kumar, A Verma… - … Forecasting and Social …, 2024 - Elsevier
Gamification is the act of applying game-design elements to transform activities, products,
services, and systems in a way that provides the kind of experiences similar to those offered …

Brands are calling your AVATAR in Metaverse–A study to explore XR‐based gamification marketing activities & consumer‐based brand equity in virtual world

V Arya, R Sambyal, A Sharma… - Journal of Consumer …, 2024 - Wiley Online Library
Brands are moving towards the Metaverse (3D immersive virtual spaces), where the growth
of intangible products and nonfungible tokens (NFTs) are evolving into a new type of hybrid …

Immersive gaming in the fashion arena: an investigation of brand coolness and its mediating role on brand equity

SF Salem, AB Alanadoly… - Journal of Research in …, 2024 - emerald.com
Purpose This study's aim was to investigate the role of the perceived values of gaming on
consumers' perceptions of brands as cool as well as the impacts on the consumer–brand …

Virtual reality based metaverse of gamification

S Tayal, K Rajagopal, V Mahajan - 2022 6th International …, 2022 - ieeexplore.ieee.org
The Metaverse is a podium of user mesmerizing interactions in the virtual world with the
support of the Internet, software, and hardware required to create the exceptional immersive …

[HTML][HTML] Sustainability of Alternatives to Animal Protein Sources, a Comprehensive Review

M Gil, M Rudy, P Duma-Kocan, R Stanisławczyk… - Sustainability, 2024 - mdpi.com
The manuscript was prepared to conduct a thorough analysis and deepen the
understanding of sustainable food production and diets within the context of the challenges …

How gamification elements benefit brand love: the moderating effect of immersion

HT Tsou, MT Putra - Marketing Intelligence & Planning, 2023 - emerald.com
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 …

Integrating technology acceptance model and value-based adoption model to determine consumers' perception of value and intention to adopt AR in online shopping

ZJ Lai, MK Leong, KL Khoo, SK Sidhu - Asia Pacific Journal of …, 2024 - emerald.com
Purpose This study is among the first to integrate the technology acceptance model (TAM)
and value-based adoption model (VAM) in the context of augmented reality (AR) shopping. It …

Luxury fashion games are so cool! Predicting awareness, perceived quality, and loyalty

MB Rodrigues, SMC Loureiro, MIR Romero - Journal of Retailing and …, 2024 - Elsevier
Limited research investigates consumers' perceptions of partnerships between luxury
brands and online in-games. Based on the Signaling Theory, this study, first, examines how …

Luxury customer's motivations to adopt gamification

S Jain, S Mishra, G Saxena - Marketing Intelligence & Planning, 2022 - emerald.com
Purpose In the recent past, gamification has been recognized as an effective tool for
engaging customers. However, there is limited research to explain luxury consumers' …

Why fashion brands enter the metaverse: Exploring the motivations of fast fashion and luxury fashion brands

M Kniazeva, G Aiello, C Dasmi, V Mazzoli… - Journal of Global …, 2024 - Taylor & Francis
Why do fashion brands enter the metaverse when the benefits of using this virtual reality
space are not yet clear to the industry? What motivates them to venture into the complex …