My bibliography
Save this item
Having fun while receiving rewards?: Exploration of gamification in loyalty programs for consumer loyalty
Citations
Citations are extracted by the CitEc Project, subscribe to its RSS feed for this item.
Cited by:
- Bitrián, Paula & Buil, Isabel & Catalán, Sara, 2021. "Enhancing user engagement: The role of gamification in mobile apps," Journal of Business Research, Elsevier, vol. 132(C), pages 170-185.
- Hyeon Jo & Youngsok Bang, 2023. "RETRACTED ARTICLE: Factors influencing continuance intention of participants in crowdsourcing," Palgrave Communications, Palgrave Macmillan, vol. 10(1), pages 1-13, December.
- Naveed Ahmad & Asif Mahmood & Antonio Ariza-Montes & Heesup Han & Felipe Hernández-Perlines & Luis Araya-Castillo & Miklas Scholz, 2021. "Sustainable Businesses Speak to the Heart of Consumers: Looking at Sustainability with a Marketing Lens to Reap Banking Consumers’ Loyalty," Sustainability, MDPI, vol. 13(7), pages 1-16, March.
- Magni, Domitilla & Scuotto, Veronica & Pezzi, Alberto & Giudice, Manlio Del, 2021. "Employees’ acceptance of wearable devices: Towards a predictive model," Technological Forecasting and Social Change, Elsevier, vol. 172(C).
- João M. Lopes & Sofia Gomes & Pedro Lopes & Adriana Silva & Daniel Lourenço & Duarte Esteves & Mafalda Cardoso & Valter Redondo, 2023. "Exploring the Role of Gamification in the Online Shopping Experience in Retail Stores: An Exploratory Study," Social Sciences, MDPI, vol. 12(4), pages 1-15, April.
- De Silva, Muthu & Rossi, Federica & Yip, Nick K.T. & Rosli, Ainurul, 2021. "Does affective evaluation matter for the success of university-industry collaborations? A sentiment analysis of university-industry collaborative project reports," Technological Forecasting and Social Change, Elsevier, vol. 163(C).
- Blanca I. Hernández-Ortega & Michael A. Stanko & Rishika Rishika & Francisco-Jose Molina-Castillo & José Franco, 2022. "Brand-generated social media content and its differential impact on loyalty program members," Journal of the Academy of Marketing Science, Springer, vol. 50(5), pages 1071-1090, September.
- 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.
- Mohd Khairy Kamarudin & Nur Izzati Mohamad Norzilan & Fatin Nur Ainaa Mustaffa & Masyitah Khidzir & Suhaili Alma’amun & Nasrul Hisyam Nor Muhamad & Mohd Fauzi Abu-Hussin & Nurul Izzah Noor Zainan & Ab, 2023. "Why Do Donors Donate? A Study on Donation-Based Crowdfunding in Malaysia," Sustainability, MDPI, vol. 15(5), pages 1-16, February.
- Arghya Ray & Muskan Jain & Lan Ma & Khalid Hussain Alhamzi & Ananya Ray & Long She, 2024. "The impact of personality traits, barriers and gamification on Gen X continuance intention for mobile credit bill payment apps," Journal of Financial Services Marketing, Palgrave Macmillan, vol. 29(3), pages 1154-1174, September.
- Nesset, Erik & Bergem, Ola & Nervik, Bjørn & Schiøll Sørlie, Even & Helgesen, Øyvind, 2021. "Building chain loyalty in grocery retailing by means of loyalty programs – A study of ‘the Norwegian case’," Journal of Retailing and Consumer Services, Elsevier, vol. 60(C).
- Dariusz Dudek & Marcin Lipowski & Ilona Bondos, 2021. "Changing Energy Supplier on the Market with a Strong Position of Incumbent Suppliers—Polish Example," Energies, MDPI, vol. 14(13), pages 1-16, June.
- Lambillotte, Laetitia & Magrofuoco, Nathan & Poncin, Ingrid & Vanderdonckt, Jean, 2022. "Enhancing playful customer experience with personalization," Journal of Retailing and Consumer Services, Elsevier, vol. 68(C).
- Miao, Xiaoyu & Niu, Ben & Yang, Congcong & Feng, Yuanyue, 2023. "Examining the gamified effect of the blindbox design: The moderating role of price," Journal of Retailing and Consumer Services, Elsevier, vol. 74(C).
- Lina Xu & Zhiqing Meng, 2024. "Optimizing Retailer Ordering Strategies: a Comparative Analysis of Membership and Non-Membership Systems," Journal of the Knowledge Economy, Springer;Portland International Center for Management of Engineering and Technology (PICMET), vol. 15(3), pages 13027-13048, September.
- Xin Zhang & Jun Wan & Yongsheng Jin, 2023. "Exploring the Outcomes of Customer Engagement in DSR: The Role of Affective Commitment and Gamification Affordance," Sustainability, MDPI, vol. 15(6), pages 1-16, March.
- Nusrat, Farhana & Huang, Yanliu, 2024. "Feeling rewarded and entitled to be served: Understanding the influence of self- versus regular checkout on customer loyalty," Journal of Business Research, Elsevier, vol. 170(C).
- Alex Belli & Anne-Maree O’Rourke & François A. Carrillat & Ljubomir Pupovac & Valentyna Melnyk & Ekaterina Napolova, 2022. "40 years of loyalty programs: how effective are they? Generalizations from a meta-analysis," Journal of the Academy of Marketing Science, Springer, vol. 50(1), pages 147-173, January.
- Donafeby Widyani, 2021. "Gamification as a marketing strategy for Garuda Indonesia loyalty program," International Journal of Research in Business and Social Science (2147-4478), Center for the Strategic Studies in Business and Finance, vol. 10(7), pages 418-422, October.
- Dzandu, Michael D. & Hanu, Charles & Amegbe, Hayford, 2022. "Gamification of mobile money payment for generating customer value in emerging economies: The social impact theory perspective," Technological Forecasting and Social Change, Elsevier, vol. 185(C).
- Levy, Shalom & Gvili, Yaniv, 2024. "Self as source: The interplay of sharing eWOM with consumer engagement and incentive acceptance," Journal of Retailing and Consumer Services, Elsevier, vol. 80(C).
- Victor Ye. Kovalev & Kseniya V. Novikova & Ekaterina A. Antineskul, 2022. "Efficiency of customer loyalty programmes in the food retail industry," Journal of New Economy, Ural State University of Economics, vol. 23(4), pages 121-136, January.
- Sharma, Wamika & Lim, Weng Marc & Kumar, Satish & Verma, Aastha & Kumra, Rajeev, 2024. "Game on! A state-of-the-art overview of doing business with gamification," Technological Forecasting and Social Change, Elsevier, vol. 198(C).
- Stephanie Schwipper & Severine Peche & Gertrud Schmitz, 2020. "Mobile Location-Based Services’ Value-in-Use in Inner Cities: Do a Customer’s Shopping Patterns, Prior User Experience, and Sales Promotions Matter?," Schmalenbach Business Review, Springer;Schmalenbach-Gesellschaft, vol. 72(4), pages 511-564, October.
- Yang, Xiaoping & Yang, Jingshan & Hou, Yilin & Li, Shuyang & Sun, Shiwei, 2023. "Gamification of mobile wallet as an unconventional innovation for promoting Fintech: An fsQCA approach," Journal of Business Research, Elsevier, vol. 155(PA).
- Chih-Wei Lin & Chun-Yu Chien & Chi-Pei Ou Yang & Tso-Yen Mao, 2022. "Encouraging Sustainable Consumption through Gamification in a Branded App: A Study on Consumers’ Behavioral Perspective," Sustainability, MDPI, vol. 15(1), pages 1-14, December.
- Kim, Minseong, 2021. "Does playing a video game really result in improvements in psychological well-being in the era of COVID-19?," Journal of Retailing and Consumer Services, Elsevier, vol. 61(C).
- Frank, Darius-Aurel & Otterbring, Tobias, 2023. "Being seen… by human or machine? Acknowledgment effects on customer responses differ between human and robotic service workers," Technological Forecasting and Social Change, Elsevier, vol. 189(C).