Consumption can be more than just a necessity; it can become a leisure activity. With the emergence of e-commerce and social media, products and services are just one click away; …
Organizations are increasingly making use of gamification to enhance users' engagement with their mobile apps. However, more research into the mechanisms that facilitate user …
Purpose Technological disruptions such as the Internet of Things and autonomous devices, enhanced analytical capabilities (artificial intelligence) and rich media (virtual and …
Gamification has been used by tourism organisations for marketing purposes to reinforce customer engagement and to achieve brand awareness and loyalty. The current study …
Purpose The purpose of this paper is to explore innovations in customer experience at the intersection of the digital, physical and social realms. It explicitly considers experiences …
N Xi, J Hamari - Journal of Business Research, 2020 - Elsevier
Gamification has become a popular technique in marketing. Many companies believe that gamification can potentially increase the engagement, awareness and loyalty of consumers …
Purpose This paper aims to investigate how banking websites can activate customer engagement (CE) to consequently enhance customer trust and retention …
Research addressing the micro-foundational theoretical entity of customer engagement (CE) has proliferated in recent years. In parallel, the macro-foundational theory of service …
J Hwang, L Choi - Journal of business research, 2020 - Elsevier
This study investigates whether and how gamification in loyalty programs (ie, gamified loyalty programs) impacts consumer loyalty toward loyalty programs and behavioral …