2019
DOI: 10.1016/j.ijresmar.2019.02.003
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Hook vs. hope: How to enhance customer engagement through gamification

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Cited by 167 publications
(171 citation statements)
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References 47 publications
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“…Dehumanizing aspects are manifested in the exploitation of psychological phenomena that promise successful sales, for example, gamification (engaging the consumer in the game form of interaction with business companies) (Eisingerich et al, 2019;Kleszczyński, 2019;Becker and Jaakkola, 2020), consumer relations with the brand as a person (Schmitt 2013), anthropomorphizing, pairing people with products (Allenby et al, 2002;Géczy et al, 2007;Hart and Royne, 2017;Heerah et al, 2017;Herak et al, 2020;Yang et al, 2020) etc. The subject of meticulous attention is the phenomenon of consumer behavioral selfcontrol, rational conscious refusal from the tempt to make unnecessary purchases (Birkhead, 2001;Shah, 2008;Bearden and Kelly, 2012;Abdullah et al, 2012;Nguyen and Paswan, 2013).…”
Section: Methodsmentioning
confidence: 99%
“…Dehumanizing aspects are manifested in the exploitation of psychological phenomena that promise successful sales, for example, gamification (engaging the consumer in the game form of interaction with business companies) (Eisingerich et al, 2019;Kleszczyński, 2019;Becker and Jaakkola, 2020), consumer relations with the brand as a person (Schmitt 2013), anthropomorphizing, pairing people with products (Allenby et al, 2002;Géczy et al, 2007;Hart and Royne, 2017;Heerah et al, 2017;Herak et al, 2020;Yang et al, 2020) etc. The subject of meticulous attention is the phenomenon of consumer behavioral selfcontrol, rational conscious refusal from the tempt to make unnecessary purchases (Birkhead, 2001;Shah, 2008;Bearden and Kelly, 2012;Abdullah et al, 2012;Nguyen and Paswan, 2013).…”
Section: Methodsmentioning
confidence: 99%
“…Facial recognition and fingerprint recognition significantly reduce transaction costs and enhance transaction convenience. Finally, applications such as gamification allow firms to enhance the level of customer engagement through a combination of devices and touch points (Eisingerich et al 2019). These emerging technologies will offer an unprecedentedly interactive, immersive, and personalized experience in the customer journey.…”
Section: Customer Journeymentioning
confidence: 99%
“…Rodrigues et al (2016) also noted that gamification is capable of causing a positive shift in the attitude of customers towards money and investments as such an application can improve financial literacy. Given the nature of gamification, it can be argued that the application of game techniques (e.g., lucky draw, earning points, badges) and game elements (e.g., pleasant financial information) to smartphone banking can trigger fun that will increase smartphone banking usage and engagement (Eisingerich et al, 2019; Rahi & Ghani, 2019; Whitton & Langan, 2019). Such applications help reduce the seriousness that may be associated with smartphone banking services (Baptista & Oliveira, 2017).…”
Section: Literature Reviewmentioning
confidence: 99%