Gamification and gigification: A multidimensional theoretical approach
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DOI: 10.1016/j.jbusres.2021.09.023
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- Behl, Abhishek & Sampat, Brinda & Gaur, Jighyasu & Pereira, Vijay & Laker, Benjamin & Shankar, Amit & Shi, Yangyan & Roohanifar, Mohammad, 2024. "Can gamification help green supply chain management firms achieve sustainable results in servitized ecosystem? An empirical investigation," Technovation, Elsevier, vol. 129(C).
- Bitrián, Paula & Buil, Isabel & Catalán, Sara & Merli, Dominik, 2024. "Gamification in workforce training: Improving employees’ self-efficacy and information security and data protection behaviours," Journal of Business Research, Elsevier, vol. 179(C).
- Anshu, Kumari & Shankar, Amit & Behl, Abhishek & Pereira, Vijay & Laker, Benjamin, 2022. "Impact of barriers of value co-creation on consumers' innovation resistance behavior: Investigating the moderation role of the DART model," Technological Forecasting and Social Change, Elsevier, vol. 184(C).
- Sadamali Jayawardena, Nirma & Thaichon, Park & Quach, Sara & Razzaq, Ali & Behl, Abhishek, 2023. "‘The persuasion effects of virtual reality (VR) and augmented reality (AR) video advertisements: A conceptual review’," Journal of Business Research, Elsevier, vol. 160(C).
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Keywords
Gig work; Knowledge-based view theory; Motivation; Gamification; Engagement;All these keywords.
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