[HTML][HTML] The rise of motivational information systems: A review of gamification research
Today, our reality and lives are increasingly game-like, not only because games have
become a pervasive part of our lives, but also because activities, systems and services are …
become a pervasive part of our lives, but also because activities, systems and services are …
Why do people play games? A meta-analysis
J Hamari, L Keronen - International Journal of Information Management, 2017 - Elsevier
During the last decade games have arguably become the largest form of leisure information
systems (IS). However, today games are also increasingly being employed for a variety of …
systems (IS). However, today games are also increasingly being employed for a variety of …
Cooperation or competition–When do people contribute more? A field experiment on gamification of crowdsourcing
Abstract Information technology is being increasingly employed to harness under-utilized
resources via more effective coordination. This progress has manifested in different …
resources via more effective coordination. This progress has manifested in different …
Why so serious? Gamification impact in the acceptance of mobile banking services
Why so serious? Gamification impact in the acceptance of mobile banking services |
Emerald Insight Books and journals Case studies Expert Briefings Open Access Publish …
Emerald Insight Books and journals Case studies Expert Briefings Open Access Publish …
[HTML][HTML] Gamification of mobile money payment for generating customer value in emerging economies: The social impact theory perspective
This study develops and tests an integrated model of the social impact and customer value
theories to understand how gamification of mobile money payment could generate customer …
theories to understand how gamification of mobile money payment could generate customer …
[HTML][HTML] Student attitudes to games-based skills development: Learning from video games in higher education
M Barr - Computers in human behavior, 2018 - Elsevier
Qualitative interview data is presented in support of previously-published quantitative
evidence that suggests commercial video games may be used to develop useful skills and …
evidence that suggests commercial video games may be used to develop useful skills and …
e-Sports: Playing just for fun or playing to satisfy life goals?
M Martončik - Computers in human behavior, 2015 - Elsevier
Purpose e-Sports is an area of the game scene, in which computer game players specialize
in a specific game, form game teams (clans), compete together in tournaments and meet at …
in a specific game, form game teams (clans), compete together in tournaments and meet at …
The Effects of Brand Image on Consumer Loyalty: The Role of Consumer Satisfaction and Brand Trust as Intervening Variables
R Kuswati, WT Putro… - Urecol Journal. Part B …, 2021 - proceedings.alptkptm.org
This study aims to analyze the effect of brand image on consumer loyalty Telkomsel in the
city of Surakarta with consumer satisfaction and brand trust as mediating variables. This …
city of Surakarta with consumer satisfaction and brand trust as mediating variables. This …
How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game
Seamless cooperation between individuals is essentially a crucial aspect of any successful
endeavor. A host of literature has been published in the academic realm about how …
endeavor. A host of literature has been published in the academic realm about how …
[HTML][HTML] Social gaming: A systematic review
Digital games often constitute a shared activity where people can spend time together,
communicate and socialize. Several commercial titles place social interaction at the center …
communicate and socialize. Several commercial titles place social interaction at the center …