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A definition for gamification: anchoring gamification in the service marketing literature
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- Yang, Hualong & Li, Dan, 2021. "Health management gamification: Understanding the effects of goal difficulty, achievement incentives, and social networks on performance," Technological Forecasting and Social Change, Elsevier, vol. 169(C).
- Byeong Cheol Lee, 2019. "The Effect of Gamification on Psychological and Behavioral Outcomes: Implications for Cruise Tourism Destinations," Sustainability, MDPI, vol. 11(11), pages 1-15, May.
- Bidler, Margarita & Zimmermann, Johanna & Schumann, Jan H. & Widjaja, Thomas, 2020. "Increasing Consumers’ Willingness to Engage in Data Disclosure Processes through Relevance-Illustrating Game Elements," Journal of Retailing, Elsevier, vol. 96(4), pages 507-523.
- Xi, Nannan & Hamari, Juho, 2019. "Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction," International Journal of Information Management, Elsevier, vol. 46(C), pages 210-221.
- 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.
- Yen, Barbara T.H. & Mulley, Corinne & Meza, Gerardo, 2023. "Understanding the potential policy transfer of gamification schemes for behaviour change in public transport and road safety," Research in Transportation Economics, Elsevier, vol. 99(C).
- Parjanen, Satu & Hyypiä, Mirva, 2019. "Innotin game supporting collective creativity in innovation activities," Journal of Business Research, Elsevier, vol. 96(C), pages 26-34.
- Hatice Doğan-Südaş & Ali Kara & Emre Karaca, 2023. "Effects of Gamified Mobile Apps on Purchase Intentions and Word-of-Mouth Engagement: Implications for Sustainability Behavior," Sustainability, MDPI, vol. 15(13), pages 1-17, July.
- Koivisto, Jonna & Hamari, Juho, 2019. "The rise of motivational information systems: A review of gamification research," International Journal of Information Management, Elsevier, vol. 45(C), pages 191-210.
- 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.
- Wolf, Tobias & Weiger, Welf H. & Hammerschmidt, Maik, 2020. "Experiences that matter? The motivational experiences and business outcomes of gamified services," Journal of Business Research, Elsevier, vol. 106(C), pages 353-364.
- 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.
- Hwang, Jiyoung & Choi, Laee, 2020. "Having fun while receiving rewards?: Exploration of gamification in loyalty programs for consumer loyalty," Journal of Business Research, Elsevier, vol. 106(C), pages 365-376.
- Filomena Izzo & Ida Camminatiello, 2020. "Gaming for Healthcare: A Bibliometric Analysis in Business and Management," International Business Research, Canadian Center of Science and Education, vol. 13(12), pages 1-27, December.
- Syrjälä, Henna & Kauppinen-Räisänen, Hannele & Luomala, Harri T. & Joelsson, Tapani N. & Könnölä, Kaisa & Mäkilä, Tuomas, 2020. "Gamified package: Consumer insights into multidimensional brand engagement," Journal of Business Research, Elsevier, vol. 119(C), pages 423-434.
- Leclercq, Thomas & Hammedi, Wafa & Poncin, Ingrid, 2018. "The Boundaries of Gamification for Engaging Customers: Effects of Losing a Contest in Online Co-creation Communities," Journal of Interactive Marketing, Elsevier, vol. 44(C), pages 82-101.
- Roland Goldberg & Valeska Nel, 2022. "To Play Or Not To Play: The Use Of Gamification In The Fashion Retail Industry," Malaysian E Commerce Journal (MECJ), Zibeline International Publishing, vol. 6(2), pages 59-63, June.
- Wojciech Pizlo & Anna Mazurkiewicz-Pizlo, 2023. "Gamification - Use in Tourism Business Management," European Research Studies Journal, European Research Studies Journal, vol. 0(2), pages 390-409.
- Lehtonen, Miikka J. & Vesa, Mikko & Harviainen, J. Tuomas, 2022. "Games-as-a-Disservice: Emergent value co-destruction in platform business models," Journal of Business Research, Elsevier, vol. 141(C), pages 564-574.
- Xiaoyu Xu & Luyao Wang & Kai Zhao, 2020. "Exploring Determinants of Consumers’ Platform Usage in “Double Eleven” Shopping Carnival in China: Cognition and Emotion from an Integrated Perspective," Sustainability, MDPI, vol. 12(7), pages 1-18, April.
- Feng, Wenting & Tu, Rungting & Hsieh, Peishan, 2020. "Can gamification increases consumers’ engagement in fitness apps? The moderating role of commensurability of the game elements," Journal of Retailing and Consumer Services, Elsevier, vol. 57(C).
- Eppmann, René & Bekk, Magdalena & Klein, Kristina, 2018. "Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX]," Journal of Interactive Marketing, Elsevier, vol. 43(C), pages 98-115.
- Höllig, Christoph E. & Tumasjan, Andranik & Welpe, Isabell M., 2020. "Individualizing gamified systems: The role of trait competitiveness and leaderboard design," Journal of Business Research, Elsevier, vol. 106(C), pages 288-303.
- Nora Nahr & Marikka Heikkilä, 2022. "Uncovering the identity of Electronic Markets research through text mining techniques," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(3), pages 1257-1277, September.
- Legaki, Nikoletta-Zampeta & Karpouzis, Kostas & Assimakopoulos, Vassilios & Hamari, Juho, 2021. "Gamification to avoid cognitive biases: An experiment of gamifying a forecasting course," Technological Forecasting and Social Change, Elsevier, vol. 167(C).
- Miia Jansson & Jonna Koivisto & Minna Pikkarainen, 2020. "Identified opportunities for gamification in the elective primary fast‐track total hip and knee arthroplasty journey: Secondary analysis of healthcare professionals’ interviews," Journal of Clinical Nursing, John Wiley & Sons, vol. 29(13-14), pages 2338-2351, July.
- Mulcahy, Rory & Russell-Bennett, Rebekah & Iacobucci, Dawn, 2020. "Designing gamified apps for sustainable consumption: A field study," Journal of Business Research, Elsevier, vol. 106(C), pages 377-387.
- Mullins, Jeffrey K. & Sabherwal, Rajiv, 2020. "Gamification: A cognitive-emotional view," Journal of Business Research, Elsevier, vol. 106(C), pages 304-314.
- 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).
- 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.
- 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.
- Donafeby Widyani, 2021. "Gamification as a marketing strategy for Garuda Indonesia loyalty program," International Journal of Research in Business and Social Science (2147-4478), Center for the Strategic Studies in Business and Finance, vol. 10(7), pages 418-422, October.
- Thomas, Nibu John & Baral, Rupashree & Crocco, Oliver S. & Mohanan, Swathi, 2023. "A framework for gamification in the metaverse era: How designers envision gameful experience," Technological Forecasting and Social Change, Elsevier, vol. 193(C).
- Hsieh, Sara H. & Lee, Crystal T. & Tseng, Timmy H., 2021. "Branded app atmospherics: Examining the effect of pleasure–arousal–dominance in brand relationship building," Journal of Retailing and Consumer Services, Elsevier, vol. 60(C).
- Alexiou, Andreas & Schippers, Michaela & Oshri, Ilan & Angelopoulos, Spyros, 2020. "Narrative and aesthetics as antecedents of perceived learning in Serious Games," Other publications TiSEM 03549db3-5fe8-4b62-bd1c-6, Tilburg University, School of Economics and Management.
- 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.
- Elina Jääskä & Kirsi Aaltonen & Jaakko Kujala, 2021. "Game-Based Learning in Project Sustainability Management Education," Sustainability, MDPI, vol. 13(15), pages 1-22, July.
- Thomas Leclercq & Ingrid Poncin & Wafa Hammedi, 2020. "Opening the black box of gameful experience: Implications for gamification process design," Post-Print hal-02510199, HAL.
- Hassan, Lobna & Dias, Antonio & Hamari, Juho, 2019. "How motivational feedback increases user’s benefits and continued use: A study on gamification, quantified-self and social networking," International Journal of Information Management, Elsevier, vol. 46(C), pages 151-162.
- Saima Hussain & Sara Qazi & Rizwan Raheem Ahmed & Dalia Streimikiene & Jolita Vveinhardt, 2018. "Employees Management: Evidence from Gamification Techniques," Montenegrin Journal of Economics, Economic Laboratory for Transition Research (ELIT), vol. 14(4), pages 97-107.
- Xu, Hui & Wu, Yang & Hamari, Juho, 2022. "What determines the successfulness of a crowdsourcing campaign: A study on the relationships between indicators of trustworthiness, popularity, and success," Journal of Business Research, Elsevier, vol. 139(C), pages 484-495.
- Drenger, Jan & König, Werner & Kaiser, Sascha, 2019. "Zielgruppenansprache im Sponsoring mittels Gamification - Beispiel: mobiles Spiel "schaz"," Marketing Review St.Gallen, Universität St.Gallen, Institut für Marketing und Customer Insight, vol. 36(6), pages 52-58.
- Lackes, Richard & Siepermann, Markus & Vetter, Georg, 2020. "What drives decision makers to follow or ignore forecasting tools - A game based analysis," Journal of Business Research, Elsevier, vol. 106(C), pages 315-322.
- 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).
- Martin Adam & Konstantin Roethke & Alexander Benlian, 2022. "Gamblified digital product offerings: an experimental study of loot box menu designs," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(2), pages 971-986, June.
- María-Carmen Ricoy & Cristina Sánchez-Martínez, 2022. "Raising Ecological Awareness and Digital Literacy in Primary School Children through Gamification," IJERPH, MDPI, vol. 19(3), pages 1-19, January.
- Chaïma Siala & Abdelmajid Amine, 2022. "Le rôle du retour d’expérience dans la « gamification » des campagnes de crowdsourcing," Post-Print hal-03709625, HAL.
- Behl, Abhishek & Jayawardena, Nirma & Pereira, Vijay & Islam, Nazrul & Giudice, Manlio Del & Choudrie, Jyoti, 2022. "Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda," Technological Forecasting and Social Change, Elsevier, vol. 176(C).
- Qian, Tyreal Yizhou & Matz, Robbie & Luo, Lei & Xu, Chenglong, 2022. "Gamification for value creation and viewer engagement in gamified livestreaming services: The moderating role of gender in esports," Journal of Business Research, Elsevier, vol. 145(C), pages 482-494.
- Rainer Alt & Hans-Dieter Zimmermann, 2019. "Electronic Markets on platform competition," Electronic Markets, Springer;IIM University of St. Gallen, vol. 29(2), pages 143-149, June.
- Frank Ebbers & Jan Zibuschka & Christian Zimmermann & Oliver Hinz, 2021. "User preferences for privacy features in digital assistants," Electronic Markets, Springer;IIM University of St. Gallen, vol. 31(2), pages 411-426, June.
- Warmelink, Harald & Koivisto, Jonna & Mayer, Igor & Vesa, Mikko & Hamari, Juho, 2020. "Gamification of production and logistics operations: Status quo and future directions," Journal of Business Research, Elsevier, vol. 106(C), pages 331-340.
- Alejandro García-Jurado & José Javier Pérez-Barea & Francisco Fernández-Navarro, 2021. "Towards Digital Sustainability: Profiles of Millennial Reviewers, Reputation Scores and Intrinsic Motivation Matter," Sustainability, MDPI, vol. 13(6), pages 1-19, March.
- Flavio Boccia & Joanna Rosak-Szyrocka & Houman Hashemzadeh & Daniela Covino, 2023. "Metaverse, the last technological frontier of environmental sustainable food: Worldwide evidence from the first business case studies," RIVISTA DI STUDI SULLA SOSTENIBILITA', FrancoAngeli Editore, vol. 0(1), pages 153-165.
- Zaman, Mustafeed & Vo-Thanh, Tan & Nguyen, Chi T.K. & Hasan, Rajibul & Akter, Shahriar & Mariani, Marcello & Hikkerova, Lubica, 2023. "Motives for posting fake reviews: Evidence from a cross-cultural comparison," Journal of Business Research, Elsevier, vol. 154(C).
- Rainer Alt, 2020. "Evolution and perspectives of electronic markets," Electronic Markets, Springer;IIM University of St. Gallen, vol. 30(1), pages 1-13, March.
- Högberg, Johan & Shams, Poja & Wästlund, Erik, 2019. "Gamified in-store mobile marketing: The mixed effect of gamified point-of-purchase advertising," Journal of Retailing and Consumer Services, Elsevier, vol. 50(C), pages 298-304.
- Sungjin Park & Sangkyun Kim, 2022. "Identifying World Types to Deliver Gameful Experiences for Sustainable Learning in the Metaverse," Sustainability, MDPI, vol. 14(3), pages 1-14, January.
- Zhou, Fei & Lin, Youhai & Mou, Jian & Cohen, Jason & Chen, Sihua, 2023. "Understanding the dark side of gamified interactions on short-form video platforms: Through a lens of expectations violations theory," Technological Forecasting and Social Change, Elsevier, vol. 186(PB).
- Miao, Xiaoyu & Niu, Ben & Yang, Congcong & Feng, Yuanyue, 2023. "Examining the gamified effect of the blindbox design: The moderating role of price," Journal of Retailing and Consumer Services, Elsevier, vol. 74(C).