2018
DOI: 10.15358/0344-1369-2018-4-44
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WTG (Way to Go)! How to Take Gamification Research in Marketing to the Next Level

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Cited by 8 publications
(4 citation statements)
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“…Incentives and rewards in gamification generate positive meaning and promote changes in user behavior [30]. Therefore, gamification in marketing focuses on providing consumers with a game experience to engage them in various activities related to a product or brand [31]. Gamification encourages consumer participation by turning dull daily behaviors into exciting experiences, ultimately increasing consumer participation and brand loyalty [32].…”
Section: Introductionmentioning
confidence: 99%
“…Incentives and rewards in gamification generate positive meaning and promote changes in user behavior [30]. Therefore, gamification in marketing focuses on providing consumers with a game experience to engage them in various activities related to a product or brand [31]. Gamification encourages consumer participation by turning dull daily behaviors into exciting experiences, ultimately increasing consumer participation and brand loyalty [32].…”
Section: Introductionmentioning
confidence: 99%
“…According to Deterding, Dixon, Khaled, and Nacke (2011) , gamification is the “use of game design elements in non-game contexts.” However, Huotari and Hamari (2017) defined it as “a process of enhancing a service with affordances for gameful experiences to support users’ overall value creation.” Thus, the term gamification focuses on either the game design facet or the experiential aspect, i.e., the gameful experience. It stresses on engaging customers in different activities related to a product or a brand by transforming the regular customer experience into a gameful experience ( Eppmann, Klein, & Bekk, 2018 ). There is a need to motivate customers towards in-game mechanics by turning a dull routine into a fun experience ( Khomych, 2019 ).…”
Section: Introductionmentioning
confidence: 99%
“…Although gamification research has grown over the years, there is little research done to understand the effects of gameful experience in the context of gamification, or variables explaining these effects, as well as moderating factors that influence these effects ( Eppmann, Klein et al, 2018 ). Researchers ( Moon, Hossain, Sanders, Garrity, & Jo, 2013 ; Watkins & Molesworth, 2012 ) indicated that consumers develop a feeling of psychological ownership towards diverse digital technologies and contents despite the intangible possessions nature of these digital contexts.…”
Section: Introductionmentioning
confidence: 99%
“…Furthermore, this research examines the relationship between ATG and attitude toward the IGA brand (ATB). Gamification literature (Eppmann et al , 2018; Triantoro et al , 2020) suggests several factors that can influence brand evaluation and consumer attitude viz. type of game elements, cognitive and emotional processes, gamers personality; context congruence, the outcome of the game, time constraints and nature of usage (sporadic vs. continuous).…”
Section: Introductionmentioning
confidence: 99%