2020
DOI: 10.1080/0144929x.2020.1733088
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Using gamification elements for competitive crowdsourcing: exploring the underlying mechanism

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Cited by 37 publications
(29 citation statements)
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References 86 publications
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“…However, much less research has adopted a motivation view. The motivation view has been proved valid as several studies have found that motivations play important role between gamification and user intention (Feng et al , 2018; Yang et al , 2021). Moreover, as one of the core components of the customer–brand relationship (Liu et al , 2020), brand attachment has been rarely studied in gamification literature.…”
Section: Theoretical Backgroundmentioning
confidence: 99%
See 1 more Smart Citation
“…However, much less research has adopted a motivation view. The motivation view has been proved valid as several studies have found that motivations play important role between gamification and user intention (Feng et al , 2018; Yang et al , 2021). Moreover, as one of the core components of the customer–brand relationship (Liu et al , 2020), brand attachment has been rarely studied in gamification literature.…”
Section: Theoretical Backgroundmentioning
confidence: 99%
“…Understanding such underlying psychological mechanisms minimizes the difficulties designers face when attempting to utilize achievement-related gamification features to strengthen brand attachment. Recent studies built on motivation theories to propose that gamification influences individuals' behaviors by affording their motivations (Feng et al , 2018; Koivisto and Hamari, 2019; Yang et al , 2021). Following such logic, the effects of achievement-related gamification features on brand attachment might be mediated by customers' motivations in online brand communities.…”
Section: Introductionmentioning
confidence: 99%
“…Some scholars call this state a "flow state, " under which people may only be aware of activities they participate in, or of the specific environment they are in Mauri et al (2011). Some scholars believe that games can improve and regulate emotions, and that participants experience higher absorption after completing game tasks, thus generating more positive emotions (Yang et al, 2020) and stimulating more powerful motivations (Silic and Lowry, 2020). Therefore, consumers' absorption in a game may have a positive influence on their enjoyment.…”
Section: Absorption Spending Time Controlmentioning
confidence: 99%
“…However, Stroianovska et al (2021) in their work defined motivation as "the psychological creations of character which seems to be an explanation for "psychological notions" e.g., ethical principles, selfassessment and intent that were categorized as complex motivational structures (Mitchell et al, 2018), assimilating collections of emotional desires which are facilitated by individuals' mindfulness (Bellemare et al, 2016;Forbes, 2011). Similarly, Yang et al (2020) argued that motivation is part of human and individual as character, is branded by the presence of a specific ideas, ethical values, and dynamic goals which such individual tries to achieve throughout his/her life.…”
Section: Motivationmentioning
confidence: 99%