The Role of Gamification in Enhancing Intrinsic Motivation to Use a Loyalty Program
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DOI: 10.1016/j.intmar.2017.07.001
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References listed on IDEAS
- Byung-Do Kim & Mengze Shi & Kannan Srinivasan, 2001. "Reward Programs and Tacit Collusion," Marketing Science, INFORMS, vol. 20(2), pages 99-120, June.
- repec:cup:judgdm:v:5:y:2010:i:5:p:411-419 is not listed on IDEAS
- Steven M. Shugan, 2005. "Brand Loyalty Programs: Are They Shams?," Marketing Science, INFORMS, vol. 24(2), pages 185-193.
- Hofacker, Charles F. & de Ruyter, Ko & Lurie, Nicholas H. & Manchanda, Puneet & Donaldson, Jeff, 2016. "Gamification and Mobile Marketing Effectiveness," Journal of Interactive Marketing, Elsevier, vol. 34(C), pages 25-36.
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Cited by:
- 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.
- Aguiar-Castillo Lidia & Rufo-Torres Julio & De Saa-Pérez Petra & Perez-Jimenez Rafael, 2018. "How to Encourage Recycling Behaviour? The Case of WasteApp: A Gamified Mobile Application," Sustainability, MDPI, vol. 10(5), pages 1-20, May.
- Christina Pakusch & Gunnar Stevens & Alexander Boden & Paul Bossauer, 2018. "Unintended Effects of Autonomous Driving: A Study on Mobility Preferences in the Future," Sustainability, MDPI, vol. 10(7), pages 1-22, July.
- Kang, Hyo Jeong & Shin, Jung-hye & Ponto, Kevin, 2020. "How 3D Virtual Reality Stores Can Shape Consumer Purchase Decisions: The Roles of Informativeness and Playfulness," Journal of Interactive Marketing, Elsevier, vol. 49(C), pages 70-85.
- S. Venus Jin & Aziz Muqaddam, 2019. "Product placement 2.0: “Do Brands Need Influencers, or Do Influencers Need Brands?”," Journal of Brand Management, Palgrave Macmillan, vol. 26(5), pages 522-537, September.
- Grijalvo, Mercedes & Segura, Alejandro & Núñez, Yilsy, 2022. "Computer-based business games in higher education: A proposal of a gamified learning framework," Technological Forecasting and Social Change, Elsevier, vol. 178(C).
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Keywords
loyalty programs; rewards; gamification; intrinsic motivation; extrinsic motivation; self-determination theory;All these keywords.
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