RS Alsawaier - The International Journal of Information and Learning …, 2018 - emerald.com
Purpose Gamification is the application of game features, mainly video game elements, into non-game context for the purpose of promoting motivation and engagement in learning. The …
K Sokolova, C Perez - Journal of retailing and consumer services, 2021 - Elsevier
Digital celebrities found on social media platforms are found to be successful in endorsing brands and products, and influencing purchase intentions of their followers. However …
This study addresses the question of how to use game design elements to raise students' motivation to engage in mathematics learning activities. Four conditions of mathematics …
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 …
N Xi, J Hamari - International Journal of Information Management, 2019 - Elsevier
Gamification is increasingly used as an essential part of today's services, software and systems to engage and motivate users, as well as to spark further behaviors. A core …
L Zhang, Z Shao, X Li, Y Feng - International Journal of Information …, 2021 - Elsevier
While gamification has emerged as one of the most promising futuristic trends in e- commerce, how it impacts consumers' impulse buying behavior remains largely …
The purpose of the present study was to investigate the reflections of gamification activities that are used as a formative assessment tool based on academic achievement and student …
Gamification is increasingly employed in learning environments as a way to increase student motivation and consequent learning outcomes. However, while the research on the …
J Koivisto, J Hamari - International journal of information management, 2019 - Elsevier
Today, our reality and lives are increasingly game-like, not only because games have become a pervasive part of our lives, but also because activities, systems and services are …