2016
DOI: 10.1016/j.intmar.2016.03.001
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Gamification and Mobile Marketing Effectiveness

Abstract: This is the accepted version of the paper.This version of the publication may differ from the final published version. Permanent repository link Gamification and Mobile Marketing Effectiveness AbstractA variety of business sectors have been buffeted by the diffusion of mobile technology, a trend that presents a variety of difficult challenges but interesting opportunities to marketers. One such opportunity is gamification, which, one hopes, will enhance appeal to mobile consumers.Our sense from both personal … Show more

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Cited by 356 publications
(302 citation statements)
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References 64 publications
(66 reference statements)
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“…With the rise of mobile-gaming, advertisements have also started appearing in apps at the top or bottom of the phone screen, or as short video clips between levels [36]. These advertisements can be personalised to the user through the use of metadata collected by search engines, social media companies[37] and mobile applications [38], which is thought to make them more effective at reaching their target audience [39,40].…”
Section: In-game Advertisement (Iga)mentioning
confidence: 99%
“…With the rise of mobile-gaming, advertisements have also started appearing in apps at the top or bottom of the phone screen, or as short video clips between levels [36]. These advertisements can be personalised to the user through the use of metadata collected by search engines, social media companies[37] and mobile applications [38], which is thought to make them more effective at reaching their target audience [39,40].…”
Section: In-game Advertisement (Iga)mentioning
confidence: 99%
“…Uma das oportunidades do marketing é a gamificação, que se espera, aumentar o apelo para os consumidores móveis, gerando o marketing móvel (HOFACKER et al, 2016). A gamificação estimula os gerentes a pensar sobre a prática de negócios de maneiras novas e inovadoras.…”
Section: Marketingunclassified
“…Sugere-se maneiras pelas quais as empresas podem "gamificar" com mais sucesso suas lojas de varejo on-line e reduzir a incidência de comportamento indesejável do cliente (INSLEY; NUNAN, 2016). Uma dessas oportunidades é a gamificação, que se espera, aumentar o apelo para os consumidores móveis (HOFACKER et al 2016).…”
Section: Introductionunclassified
See 1 more Smart Citation
“…Few seminal works in mobile marketing domain are important contributions towards the foundation of mobile marketing literature (Grewal, Bart, Spann, & Zubcsek, 2016;Hofacker, De Ruyter, Lurie, Manchanda, & Donaldson, 2016). However, it is important to note that these models and frameworks are purely conceptual or exploratory in nature (Varnali & Toker, 2010) and require empirical testing (Lamberton & Stephen, 2016) to deeply understand their effectiveness and application in mobile marketing domain.…”
Section: Introductionmentioning
confidence: 99%