2021
DOI: 10.3390/info12090345
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Gamification for Brand Value Co-Creation: A Systematic Literature Review

Abstract: Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively novel term, yet it has been gaining popularity across a wide range of academic and industrial disciplines. In the marketing field, companies are increasingly gamifying their mobile apps and online platforms to enrich their customers’ digital experiences. Whilst there has been a number of systematic studies examining the influence of gamification on user engagement across different fields, none has reviewed its role… Show more

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Cited by 23 publications
(17 citation statements)
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References 77 publications
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“…The potential of gamification, which has already been effectively proven in the fields of education (Manzano-Leo´n et al, 2021) and business (Merhabi et al, 2021), does not, to date, have a theoretical frame of reference based either on its elements or on the interactions of these elements with the health objectives and behaviors demanded by the health care management sector. To the best of our knowledge, our research is the first to offer a systematic review of the literature on gamification in the field of health care management following the approach specified in our study.…”
Section: Discussionmentioning
confidence: 99%
“…The potential of gamification, which has already been effectively proven in the fields of education (Manzano-Leo´n et al, 2021) and business (Merhabi et al, 2021), does not, to date, have a theoretical frame of reference based either on its elements or on the interactions of these elements with the health objectives and behaviors demanded by the health care management sector. To the best of our knowledge, our research is the first to offer a systematic review of the literature on gamification in the field of health care management following the approach specified in our study.…”
Section: Discussionmentioning
confidence: 99%
“…The content analysis conducted also shows that the publication by Merhabi et al (2021) and Humphreys (2019) cannot be ranked in any of the above-mentioned clusters. Therefore, they were included in a separate fifth cluster labelled "Others", see Table 6.…”
Section: Jablonski (2018)mentioning
confidence: 97%
“…Enterprises use gamification systems in their operations to drive consumer motivation for brand engagement and experience, thereby influencing users’ co-creation of brand value [ 64 ]. A case study of consumer engagement in crowdsourcing campaigns also demonstrates the effectiveness of gamification elements in promoting continued user engagement [ 65 ].…”
Section: Conceptual Foundation and Hypotheses Developmentmentioning
confidence: 99%