2021
DOI: 10.1590/1678-6971/eramr210132
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Gamification as a New Trend in the Co-Creation Process

Abstract: Purpose: Interaction through the use of social media, smartphones, and online games is increasingly growing. Regarding games, it is estimated that part of the population spends more than 12 hours a week in interactions provided by online games. In this context, the objective of the present research is to study and deepen the connection between co-creation and gamification applied to the services sector. Originality/value: This research aims to contribute to the gap reduction in the existing literature in the … Show more

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Cited by 10 publications
(10 citation statements)
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References 53 publications
(56 reference statements)
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“…The case-study methodology, through a multiple-case study, is the most appropriate for this study because it allows the observation in natural environments, as well as makes it possible to research and interpret specific phenomena, such as the functioning of supply chains, to understand the processes resulting from the activities of the companies under study [70][71][72][73]. This methodology has been increasingly adopted by academics, making it possible to deepen a given phenomenon [74][75][76].…”
Section: Methodsmentioning
confidence: 99%
“…The case-study methodology, through a multiple-case study, is the most appropriate for this study because it allows the observation in natural environments, as well as makes it possible to research and interpret specific phenomena, such as the functioning of supply chains, to understand the processes resulting from the activities of the companies under study [70][71][72][73]. This methodology has been increasingly adopted by academics, making it possible to deepen a given phenomenon [74][75][76].…”
Section: Methodsmentioning
confidence: 99%
“…Currently, with the presence of a new consumer profile which is more demanding and omnipresent, it can be considered that this has become a key part in the co-creation of the value of numerous brands in the world [4,20]. As such, building customer loyalty has become a central and fundamental element in their relationship management.…”
Section: Digital Marketing In B2bmentioning
confidence: 99%
“…When asked if social approval was important when shopping, 28 of the respondents answered no, none of them shopped online for any kind of social approval. According to Rodrigues et al (2021a), the influence of social circles has relevance on consumers' intention to interact with the brand. However, 2 of the respondents answered affirmatively, justifying that it is a way of being accepted by the society that makes them decide to buy a product.…”
Section: Subtheme 1: Competing Against Other Shoppersmentioning
confidence: 99%