2020
DOI: 10.1016/j.jretconser.2019.07.007
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Opening the black box of gameful experience: Implications for gamification process design

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Cited by 68 publications
(130 citation statements)
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References 64 publications
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“…Klapztein and Cipolla (2016) indicate that there are similarities between the fields of game studies and service marketing and that "both can be understood from a point of view where game design elements can be described as services and games as service systems" (p. 570). More recently, in line with Landers' view (2019), Leclercq et al (2020) advance the conceptualization of gamification by suggesting a user-centered approach.…”
Section: Conceptualization Of Gamificationmentioning
confidence: 78%
“…Klapztein and Cipolla (2016) indicate that there are similarities between the fields of game studies and service marketing and that "both can be understood from a point of view where game design elements can be described as services and games as service systems" (p. 570). More recently, in line with Landers' view (2019), Leclercq et al (2020) advance the conceptualization of gamification by suggesting a user-centered approach.…”
Section: Conceptualization Of Gamificationmentioning
confidence: 78%
“…Notwithstanding its value in research on gamification, the MDE-framework fails to include the psychological elements explaining why gamification may be an effective motivational strategy in a workplace setting. Felin et al (2015), in their microfoundational approach, came up with four foundational propositions to explain how gamification design shapes the intrinsic motivations of users to participate in gameplay (i.e., a form of cognitive, emotional, and behavioral engagement that is usually associated with gaming; see also Leclercq et al, 2020). Microfoundational framing implies that the explanatory primacy of lower level constructs, such as employees and their social interaction, is used to explain the relationships between higher level concepts, such as organizational routines and capabilities (Felin et al, 2015).…”
Section: Theoretical Frameworkmentioning
confidence: 99%
“…Так, например, в работах по управлению информационными системами внимание акцентируется на том, что геймификация -это хорошо изученная техника трансформации систем [Rapp et al, 2018], дизайна информационных систем [Koivisto, Hamari, 2019] либо развлекательная технологическая система [Yang, Asaad, Dwivedi, 2017]. Исследователи применения геймификации в маркетинге изучают то, какие из ее характеристик наиболее эффективно воздействуют на изменение поведения потребителей и как их можно систематизировать [Eppman, Bekk, Klein, 2018;Leclercq, Poncin, Hammedi, 2020].…”
Section: определениеunclassified
“…На протяжении последних трех лет появляются новые перспективы изучения феномена геймификации (см., напр. : [Mullins, Subherwal, 2018;Morschheuser, Hamari, Maedche, 2019;Leclercq, Poncin, Hammedi, 2020]), разрабатываются шкалы измерения в альтернативных контекстах (см., напр. : [Eppman, Bekk, Klein, 2018;Hödberg, Hamari, Wästlund, 2019;Liu et al, 2019;Tondello et al, 2019]).…”
Section: основные направления исследований: обзор публикацийunclassified