Gamification as a Multichannel Marketing Instrument: A Systematic Literature Review and Future Research Agenda
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- Chang-Yi Kao & Hao-En Chueh, 2022. "A Real-Time Bidding Gamification Service of Retailer Digital Transformation," SAGE Open, , vol. 12(2), pages 21582440221, April.
- Aastha Behl & Pratima Sheorey & Abhinav Pal & Ajith Kumar Vadakki Veetil & Seema R. Singh, 2020. "Gamification in E- Commerce: A Comprehensive Review of Literature," Journal of Electronic Commerce in Organizations (JECO), IGI Global Scientific Publishing, vol. 18(2), pages 1-16, April.
- Xu, Feifei & Buhalis, Dimitrios & Weber, Jessika, 2017. "Serious games and the gamification of tourism," Tourism Management, Elsevier, vol. 60(C), pages 244-256.
- Yi-Jen (Ian) Ho & Siyuan Liu & Lei Wang, 2023. "Fun Shopping: A Randomized Field Experiment on Gamification," Information Systems Research, INFORMS, vol. 34(2), pages 766-785, June.
- Helena Nobre & André Ferreira, 2017. "Gamification as a platform for brand co-creation experiences," Journal of Brand Management, Palgrave Macmillan, vol. 24(4), pages 349-361, August.
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- M31 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - Marketing and Advertising - - - Marketing
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