2020
DOI: 10.1007/978-3-030-54205-4_5
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The Conceptual Model of Gamification-Based Consumer Engagement in Value Creation

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Cited by 8 publications
(15 citation statements)
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“…When gamification applies in an activity, it affects the hedonic value, which is positive. Gamified motivators lead to a psychological outcome that changes consumer behavior (Gatautis et al, 2021). The satisfaction of hedonic value is better than the reward.…”
Section: Gamification Mechanicsmentioning
confidence: 99%
“…When gamification applies in an activity, it affects the hedonic value, which is positive. Gamified motivators lead to a psychological outcome that changes consumer behavior (Gatautis et al, 2021). The satisfaction of hedonic value is better than the reward.…”
Section: Gamification Mechanicsmentioning
confidence: 99%
“…In contrast, tools such as gamification have proven to garner emotional bonds with the consumers (Wolf et al, 2020;Xi and Hamari, 2019). Previous studies have confirmed the influence of gamification on CE (Gatautis et al, 2016;Berger et al, 2017). However, a comprehensive framework of the key motivational drivers for CE in gamification is missing, particularly in the luxury domain.…”
Section: The Association Between Gamification and Customer Engagementmentioning
confidence: 99%
“…Consumers like to contest with others and take pleasure to involve in varied activities that provide awards and honors and establish their social identity. Game components like a team, collaboration and competition enable social interaction among users, which serve as stimuli and spurs customer engagement (Gatautis et al, 2016). Luxury brands use gamified services (representing the cocreated value) to leverage the motivational experiences arising from user and brand interaction.…”
Section: Impact Of Motivations To Adopt Gamification On Customer Enga...mentioning
confidence: 99%
“…So they will look for strategies to increase their competitiveness and one of the popular strategies to attract and retain customers in online retailing is the gamification strategy (Souiden et al , 2019; Poncin et al , 2017; Jipa and Marin, 2014). Gamification is viewed as the use of game elements in a context that is not directly related to games (Gatautis et al , 2021; Hsu and Chen, 2018). Retailers used gamification to increase intention to purchase, enhance customers’ retention and their engagement (Högberg et al , 2019).…”
Section: Introductionmentioning
confidence: 99%
“…According to Statista (2021), the value of the gamification market worldwide is expected to grow from US$4.91bn in 2016 to nearly US$12bn in 2021. Companies use elements of the game in the game-unrelated context to achieve their goals such as customer engagement, customer loyalty and encourage them for purchasing (Eppmann et al , 2018; Gatautis et al , 2021). One of the areas that have recently invested heavily in the gamification approach is online marketing (Noorbehbahani et al , 2019).…”
Section: Introductionmentioning
confidence: 99%