Gamified interactions: whether, when, and how games facilitate self–brand connections
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DOI: 10.1007/s11747-017-0530-0
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- Eisingerich, Andreas B. & Marchand, André & Fritze, Martin P. & Dong, Lin, 2019. "Hook vs. hope: How to enhance customer engagement through gamification," International Journal of Research in Marketing, Elsevier, vol. 36(2), pages 200-215.
- Syrjälä, Henna & Kauppinen-Räisänen, Hannele & Luomala, Harri T. & Joelsson, Tapani N. & Könnölä, Kaisa & Mäkilä, Tuomas, 2020. "Gamified package: Consumer insights into multidimensional brand engagement," Journal of Business Research, Elsevier, vol. 119(C), pages 423-434.
- Feng, Wenting & Tu, Rungting & Hsieh, Peishan, 2020. "Can gamification increases consumers’ engagement in fitness apps? The moderating role of commensurability of the game elements," Journal of Retailing and Consumer Services, Elsevier, vol. 57(C).
- Li, Mingwei & Lu, Man & Akram, Umair & Cheng, Shaoen, 2024. "Understanding how customer social capital accumulation in brand communities: A gamification affordance perspective," Journal of Retailing and Consumer Services, Elsevier, vol. 78(C).
- Bekk, Magdalena & Eppmann, René & Klein, Kristina & Völckner, Franziska, 2022. "All that glitters is not gold: An investigation into the undesired effects of gamification and how to mitigate them through gamification design," International Journal of Research in Marketing, Elsevier, vol. 39(4), pages 1059-1081.
- Shin, Sunkyung & Park, Joo-Yeun, 2024. "A Study on Metaverse Risks and Risk Perceptions," 24th ITS Biennial Conference, Seoul 2024. New bottles for new wine: digital transformation demands new policies and strategies 302464, International Telecommunications Society (ITS).
- Oliveira, João S. & Ifie, Kemefasu & Sykora, Martin & Tsougkou, Eleni & Castro, Vitor & Elayan, Suzanne, 2022. "The effect of emotional positivity of brand-generated social media messages on consumer attention and information sharing," Journal of Business Research, Elsevier, vol. 140(C), pages 49-61.
- Hollebeek, Linda D. & Clark, Moira K. & Andreassen, Tor W. & Sigurdsson, Valdimar & Smith, Dale, 2020. "Virtual reality through the customer journey: Framework and propositions," Journal of Retailing and Consumer Services, Elsevier, vol. 55(C).
- Xinyuan Lu & Fangfang Ren & Xuelin Wang & Hua Meng, 2024. "How Gamified Interactions Drive Users’ Green Value Co-Creation Behaviors: An Empirical Study from China," Sustainability, MDPI, vol. 16(9), pages 1-21, April.
- Xiaoxia Chen & Xiaofeng Su & Wenhe Lin & Anxin Xu & Jianhong Chen & Qiujin Zheng, 2022. "The Effect of Omnichannel Integration on Fresh Food Customer Engagement from the Viewpoint of Flow Experience," Sustainability, MDPI, vol. 14(21), pages 1-20, October.
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- Lim, Weng Marc & Rasul, Tareq & Kumar, Satish & Ala, Mamun, 2022. "Past, present, and future of customer engagement," Journal of Business Research, Elsevier, vol. 140(C), pages 439-458.
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Keywords
Games; Flow; Interactivity; Challenge; Self–brand connection; Brand engagement; Compulsory play; Time pressure;All these keywords.
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