Fun Shopping: A Randomized Field Experiment on Gamification
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DOI: 10.1287/isre.2022.1147
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References listed on IDEAS
- Radhika Santhanam & De Liu & Wei-Cheng Milton Shen, 2016. "Research Note—Gamification of Technology-Mediated Training: Not All Competitions Are the Same," Information Systems Research, INFORMS, vol. 27(2), pages 453-465, June.
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- Yi Zhang & Femke van Horen & Marcel Zeelenberg, 2021. "Increasing saving intentions through leaderboards: A gamification approach," PLOS ONE, Public Library of Science, vol. 16(4), pages 1-16, April.
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Cited by:
- Fangyan Wang & Sai Liang & Zaiyan Wei, 2025. "Guiding without Generating: Artificial Intelligence (AI)-Enabled Topic Nudges in Online Reviews," Papers 2511.09877, arXiv.org, revised Apr 2026.
- Isabel Kittyma Disse, 2024. "Gamification as a Multichannel Marketing Instrument: A Systematic Literature Review and Future Research Agenda," Working Papers Dissertations 117, Paderborn University, Faculty of Business Administration and Economics.
- Xu Guan & Yuan Jiang & Yulan Wang, 2026. "Platform Certification and Seller Disclosure in Online Selling," Manufacturing & Service Operations Management, INFORMS, vol. 28(2), pages 381-399, March.
- Thole H. Hoppen & Rieke M. Cuno & Janna Nelson & Frederike Lemmel & Pascal Schlechter & Nexhmedin Morina, 2025. "Meta-analysis of randomized controlled trials examining social comparison as a behaviour change technique across the behavioural sciences," Nature Human Behaviour, Nature, vol. 9(8), pages 1595-1612, August.
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