[HTML][HTML] A conceptual framework for digital tax administration-A systematic review

E Bassey, E Mulligan, A Ojo - Government Information Quarterly, 2022 - Elsevier
Tax administrations worldwide have become highly digitised with a diverse and
sophisticated array of e-services to enhance the taxpayer experience. Nevertheless, given …

Gamification during Covid-19: Promoting active learning and motivation in higher education

EG Rincon-Flores, BN Santos-Guevara - Australasian Journal of …, 2021 - ajet.org.au
Virtual teaching modalities urgently implemented during the Covid-19 pandemic require
strategies to motivate students to participate actively in higher education. Our study found …

[HTML][HTML] A systematic analysis of digital tools for citizen participation

B Shin, J Floch, M Rask, P Bæck, C Edgar… - Government Information …, 2024 - Elsevier
Despite the increasing use of digital tools for citizen participation, their ecosystem and
functionality remain underexplored. What digital tools exist, and how do they help citizens …

Virtual reality based metaverse of gamification

S Tayal, K Rajagopal, V Mahajan - 2022 6th International …, 2022 - ieeexplore.ieee.org
The Metaverse is a podium of user mesmerizing interactions in the virtual world with the
support of the Internet, software, and hardware required to create the exceptional immersive …

Gamification and gigification: A multidimensional theoretical approach

A Behl, N Jayawardena, A Ishizaka, M Gupta… - Journal of Business …, 2022 - Elsevier
The main purpose of this paper is to explore the performance of white-collared gig workers
using three theoretical perspectives: knowledge-based view theory, employee engagement …

Game on! How gamified loyalty programs boost customer engagement value

LD Hollebeek, K Das, Y Shukla - International Journal of Information …, 2021 - Elsevier
Though gamified loyalty programs (GLPs), or loyalty programs that deploy gamified
elements, are increasingly adopted, academic acumen of customer engagement with GLPs …

Impact of gamification elements on user satisfaction in health and fitness applications: A comprehensive approach based on the Kano model

S Yin, X Cai, Z Wang, Y Zhang, S Luo, J Ma - Computers in Human …, 2022 - Elsevier
As health and fitness applications (apps) take on larger markets, attracting and satisfying
users has become a crucial task. Gamification, a popular ancillary design used in various …

[HTML][HTML] Exploring the influence of gamification-enabled customer experience on continuance intention towards digital platforms for e-government: An empirical …

RZ Liu, J Benitez, L Zhang, Z Shao, JN Mi - Information & Management, 2024 - Elsevier
Governments realize a significant gap exists between existing efforts in customer experience
and citizen expectations for implementing a digital platform in e-government (DPEG) …