2017
DOI: 10.1016/j.techfore.2017.01.025
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Smart technologies and shopping experience: Are gamification interfaces effective? The case of the Smartstore

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Cited by 107 publications
(95 citation statements)
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References 55 publications
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“…In addition to the consumer aspect, much attention is paid in the literature to the implications of the introduction of digital technologies for business management: new strategies for managing technological integration [Hagberg et al, 2016;Pantano et al, 2018a;Willems et al, 2017], supply management, developing new forms of pricing, combining digital technologies with human capabilities [Hagberg et al, 2016;Pantano et al, 2018a;Poncin et al, 2017;Roy et al, 2017;Vrontis et al, 2017;Willems et al, 2017].…”
Section: Literature Reviewmentioning
confidence: 99%
“…In addition to the consumer aspect, much attention is paid in the literature to the implications of the introduction of digital technologies for business management: new strategies for managing technological integration [Hagberg et al, 2016;Pantano et al, 2018a;Willems et al, 2017], supply management, developing new forms of pricing, combining digital technologies with human capabilities [Hagberg et al, 2016;Pantano et al, 2018a;Poncin et al, 2017;Roy et al, 2017;Vrontis et al, 2017;Willems et al, 2017].…”
Section: Literature Reviewmentioning
confidence: 99%
“…This helped to capture the dynamics and iterative nature of user engagement. Poncin et al [5] have explained the positive impact of challenge and fantasy game mechanics on the user's experience. They concluded that a gamified interface for a product provides a compelling playful experience leading to stronger support intensions.…”
Section: Introductionmentioning
confidence: 99%
“…Their study showed a way of creating, testing, and experiencing a virtual environment that can incorporate the strengths of various disciplines into a common platform. As can be concluded from the literature overview, there are a number of studies on gamification encouraging user engagement [2]- [4], user experience [5], user-centric products [6]- [7], designing for sustainable outcomes [8], and the collaboration of various disciplines [9]. However, studies where gamification is utilized to identify the design needs for a complex mobile machine has been overlooked.…”
Section: Introductionmentioning
confidence: 99%
“…Third, interactive in-store retail technology in combination with fun and engaging tools enhance the customer's hedonic shopping value. For example, smart mirrors with augmented reality [10] or monitors with gamification mechanisms [14] provide such appealing experiences.…”
mentioning
confidence: 99%
“…Human-computer interaction is intensively discussed in the literature of retailing, consumer services, business, and information systems. However, empirical findings are limited considering the impact of interactive technologies in physical retail stores on the customer's experience and its consequences, such as customer satisfaction [7,10,14,20,21], loyalty [22], intention to reuse [9], (re)patronage [10,14,[23][24][25], word-of-mouth [26], and purchase intention [27]. In consideration of these criteria, this paper presents a systematic literature review based on 15 identified empirical studies.…”
mentioning
confidence: 99%