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 …
M Sailer, JU Hense, SK Mayr, H Mandl - Computers in human behavior, 2017 - Elsevier
The main aim of gamification, ie the implementation of game design elements in real-world contexts for non-gaming purposes, is to foster human motivation and performance in regard …
Z Wei, J Zhang, X Huang, H Qiu - Tourism Management, 2023 - Elsevier
Although virtual reality (VR) technology has been increasingly applied in the tourism industry, improving the VR experience of tourists remains a challenge. Based on two …
L Li, KF Hew, J Du - Educational technology research and development, 2024 - Springer
Although many studies in recent years have examined the use of gamification as a motivational strategy in education, evidence regarding its effects on intrinsic motivation is …
Gamification includes the use of gaming features, such as points or leaderboards, in non- gaming contexts, and is a frequently-discussed trend in education. One way of gamifying the …
Universities are looking for solutions to engage more students in STEM domains and enhance their learning performance (LP). In this context, gamification is put forward as a …
Zusammenfassung Im Rahmen dieses Kapitels werden theoretische Modelle zur Erklärung der Wirkung von Gamification auf Motivation beschrieben. Zunächst werden …
Purpose The current research has dual motives. Firstly, this study aims to evaluate the effect of gamification on the behavioural intention (BI) of the young female consumers to use …