2018
DOI: 10.1007/978-981-10-8276-4_16
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Gamification Effect of Loyalty Program and Its Assessment Using Game Refinement Measure: Case Study on Starbucks

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Cited by 10 publications
(8 citation statements)
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“…Furthermore, this study recommends that future research add more variables to measure the continued use of intention and intention to spread the word of mouth, such as purchase intention, customer loyalty and customer satisfaction through gamification (Xin et al , 2018). Further, future research could also use the experimental design as the method of examining gamification in e-commerce.…”
Section: Discussionmentioning
confidence: 99%
“…Furthermore, this study recommends that future research add more variables to measure the continued use of intention and intention to spread the word of mouth, such as purchase intention, customer loyalty and customer satisfaction through gamification (Xin et al , 2018). Further, future research could also use the experimental design as the method of examining gamification in e-commerce.…”
Section: Discussionmentioning
confidence: 99%
“…Therefore, reward-based systems in gamified classes play a vital role in player motivation to act and become engaged with learning (Rodríguez & Santiago, 2015;Werbach & Hunter, 2012). Reward-based systems are designed to recognise participants' achievements through tangible or virtual goods, for example, Starbucks' accumulated stars that customers can exchange for prizes (Xin et al, 2018). Thus, participants seek a benefit after completing a specific task or activity because they are motivated by a tangible gift, treat, or competition (Frost et al, 2015;Park et al, 2019).…”
Section: Rewards For the Win!mentioning
confidence: 99%
“…For example, ranking can increase competitiveness amongst users (Bicen and Kocakoyun, 2018;Zainuddin et al, 2020). As another example, a loyalty program can be more effective when a point or tier system is appropriately incorporated (Xin et al, 2018). To apply gamification, understanding user demands and driving factors is crucial, and those factors should be merged and combed relative to the game mechanics (Inchamnan and Anunpattana, 2019;Anunpattana et al, 2019).…”
Section: Defining Gamificationmentioning
confidence: 99%
“…Therefore, careful consideration of the goal of gamification is important Many gamification designs have been constructed for various nongame contexts, such as education, in attempts to reconcile game elements toward particular objectives (Hitchens and Tulloch, 2018;Laine and Lindberg, 2020;Surendeleg et al, 2014); for health purposes, to incentivize the users (Chen and Pu, 2014;Cotton and Patel, 2019); marketing (Hamari et al, 2018;Mitchell et al, 2020); business (Deterding et al, 2011;Thavamuni et al, 2019); and sports (Dale, 2014). Furthermore, gamification concepts are incorporated into most applications, such as educational games (Bigdeli and Kaufman, 2017;Annetta, 2010;Hamari et al, 2016), hotel loyalty programs (Xin et al, 2018), frequent flier programs (Zuo et al, 2019), and resource conservation campaigns (Hamari et al, 2018).…”
Section: Defining Gamificationmentioning
confidence: 99%