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The Boundaries of Gamification for Engaging Customers: Effects of Losing a Contest in Online Co-creation Communities

Citations

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Cited by:

  1. Marc Riar & Mareike Weber & Jens Ebert & Benedikt Morschheuser, 2025. "Can Gamification Foster Trust-Building in Human-Robot Collaboration? An Experiment in Virtual Reality," Information Systems Frontiers, Springer, vol. 27(5), pages 2001-2026, October.
  2. Bitrián, Paula & Buil, Isabel & Catalán, Sara, 2021. "Enhancing user engagement: The role of gamification in mobile apps," Journal of Business Research, Elsevier, vol. 132(C), pages 170-185.
  3. Renard, Damien & Davis, Joseph G., 2019. "Social interdependence on crowdsourcing platforms," Journal of Business Research, Elsevier, vol. 103(C), pages 186-194.
  4. Abril, Carmen & Gimenez-Fernandez, Elena M. & Camacho-Miñano, María-del-Mar, 2024. "Using gamification to overcome innovation process challenges: A literature review and future agenda," Technovation, Elsevier, vol. 133(C).
  5. Xi, Nannan & Hamari, Juho, 2020. "Does gamification affect brand engagement and equity? A study in online brand communities," Journal of Business Research, Elsevier, vol. 109(C), pages 449-460.
  6. Leclercq, Thomas & Poncin, Ingrid & Hammedi, Wafa, 2020. "Opening the black box of gameful experience: Implications for gamification process design," Journal of Retailing and Consumer Services, Elsevier, vol. 52(C).
  7. Bekk, Magdalena & Eppmann, René & Klein, Kristina & Völckner, Franziska, 2022. "All that glitters is not gold: An investigation into the undesired effects of gamification and how to mitigate them through gamification design," International Journal of Research in Marketing, Elsevier, vol. 39(4), pages 1059-1081.
  8. Wolf, Tobias & Jahn, Steffen & Hammerschmidt, Maik & Weiger, Welf H., 2021. "Competition versus cooperation: How technology-facilitated social interdependence initiates the self-improvement chain," International Journal of Research in Marketing, Elsevier, vol. 38(2), pages 472-491.
  9. Thomas Leclercq & Ingrid Poncin & Wafa Hammedi, 2020. "Opening the black box of gameful experience: Implications for gamification process design," Post-Print hal-02510199, HAL.
  10. Hollebeek, Linda D. & Clark, Moira K. & Andreassen, Tor W. & Sigurdsson, Valdimar & Smith, Dale, 2020. "Virtual reality through the customer journey: Framework and propositions," Journal of Retailing and Consumer Services, Elsevier, vol. 55(C).
  11. Carlota Lorenzo-Romero & Efthymios Constantinides, 2019. "On-line Crowdsourcing: Motives of Customers to Participate in Online Collaborative Innovation Processes," Sustainability, MDPI, vol. 11(12), pages 1-16, June.
  12. Schweitzer, Fiona & Mai, Robert, 2022. "Does one rotten apple always spoil the barrel? The role of perceptions of empowerment when consumers observe destructive others in online co-creation activities," Journal of Business Research, Elsevier, vol. 152(C), pages 436-446.
  13. Madanaguli, Arun & Dhir, Amandeep & Talwar, Shalini & Clauss, Thomas & Kraus, Sascha & Kaur, Puneet, 2023. "Diving into the uncertainties of open innovation: A systematic review of risks to uncover pertinent typologies and unexplored horizons," Technovation, Elsevier, vol. 119(C).
  14. Maria Elena Latino & Marta Menegoli & Fulvio Signore & Maria Chiara De Lorenzi, 2023. "The Potential of Gamification for Social Sustainability: Meaning and Purposes in Agri-Food Industry," Sustainability, MDPI, vol. 15(12), pages 1-18, June.
  15. Stefania Farace & Elisa Montaguti & Sara Valentini & Alessandra Zammit, 2025. "How does gamification affect customer behavior and revenue?," Italian Journal of Marketing, Springer, vol. 2025(4), pages 331-354, December.
  16. Falchi, Alice & Capelli, Sonia & Sabadie, William, 2025. "When customers select the winner: How marketing ideation crowdsourcing contests can foster customer engagement," Journal of Business Research, Elsevier, vol. 199(C).
  17. Hammedi, Wafa & Leclercq, Thomas & Poncin, Ingrid & Alkire (Née Nasr), Linda, 2021. "Uncovering the dark side of gamification at work: Impacts on engagement and well-being," Journal of Business Research, Elsevier, vol. 122(C), pages 256-269.
  18. Lubart, Allan & Capelli, Sonia, 2024. "Gamification of the point of sale using hybrid-reality games: Non-players' negative influence on players' service experience," Technological Forecasting and Social Change, Elsevier, vol. 203(C).
  19. Yimei Zhou & Zhanhe Zang & Keyi Wang & Yu Gu, 2025. "Enhancing gamified experiences in online service platforms: Exploring the impact of extrinsic gamification design elements," Electronic Markets, Springer;IIM University of St. Gallen, vol. 35(1), pages 1-15, December.
  20. Högberg, Johan & Ramberg, Marcus Olsson & Gustafsson, Anders & Wästlund, Erik, 2019. "Creating brand engagement through in-store gamified customer experiences," Journal of Retailing and Consumer Services, Elsevier, vol. 50(C), pages 122-130.
  21. João M. Lopes & Sofia Gomes & Ivo Rodrigues, 2024. "Playing the gamification and co-creation game: a bibliometric literature review," Management Review Quarterly, Springer, vol. 74(1), pages 353-376, February.
  22. Maria Giovina Pasca & Roberta Guglielmetti Mugion & Laura Di Pietro & Maria Francesca Renzi, 2025. "Unveiling the role of gamification in shared mobility services," Environment, Development and Sustainability: A Multidisciplinary Approach to the Theory and Practice of Sustainable Development, Springer, vol. 27(6), pages 13371-13410, June.
  23. Dzandu, Michael D. & Hanu, Charles & Amegbe, Hayford, 2022. "Gamification of mobile money payment for generating customer value in emerging economies: The social impact theory perspective," Technological Forecasting and Social Change, Elsevier, vol. 185(C).
  24. Li, Mingwei & Lu, Man & Akram, Umair & Cheng, Shaoen, 2024. "Understanding how customer social capital accumulation in brand communities: A gamification affordance perspective," Journal of Retailing and Consumer Services, Elsevier, vol. 78(C).
  25. Lim, Xin-Jean & Cheah, Jun-Hwa & Ng, Siew Imm & Kamal Basha, Norazlyn & Liu, Yide, 2021. "Are men from Mars, women from Venus? Examining gender differences towards continuous use intention of branded apps," Journal of Retailing and Consumer Services, Elsevier, vol. 60(C).
  26. Sharma, Wamika & Lim, Weng Marc & Kumar, Satish & Verma, Aastha & Kumra, Rajeev, 2024. "Game on! A state-of-the-art overview of doing business with gamification," Technological Forecasting and Social Change, Elsevier, vol. 198(C).
  27. Chaïma Siala & Abdelmajid Amine, 2022. "Le rôle du retour d’expérience dans la « gamification » des campagnes de crowdsourcing," Post-Print hal-03709625, HAL.
  28. Tsai, Pei-Hsuan, 2024. "Exploring consumer purchase intention in cross-boundary retail alliances with gamified OMO virtual-physical fusion services," Journal of Retailing and Consumer Services, Elsevier, vol. 77(C).
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