2023
DOI: 10.1007/978-3-031-25581-6_4
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Value Creation in Gamified Chatbot Interactions and Its Impact on Brand Engagement

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Cited by 2 publications
(2 citation statements)
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“…Customer experience is defined as the overall set of experiences that a customer goes through while purchasing or using a product or service and is considered a crucial element for companies to attract and retain customers (Becker & Jaakkola, 2020), presenting a gap in knowledge regarding how gamification influences consumer behavior and experience (Hsu & Chen, 2018). Gamification plays a crucial role in improving the consumer experience, positively influencing their repurchase intention (Silva et al, 2022). By integrating gamified elements such as rewards, challenges, and progression levels into m-commerce platforms, businesses can generate accumulated engagement among users.…”
Section: Customer Experiencementioning
confidence: 99%
“…Customer experience is defined as the overall set of experiences that a customer goes through while purchasing or using a product or service and is considered a crucial element for companies to attract and retain customers (Becker & Jaakkola, 2020), presenting a gap in knowledge regarding how gamification influences consumer behavior and experience (Hsu & Chen, 2018). Gamification plays a crucial role in improving the consumer experience, positively influencing their repurchase intention (Silva et al, 2022). By integrating gamified elements such as rewards, challenges, and progression levels into m-commerce platforms, businesses can generate accumulated engagement among users.…”
Section: Customer Experiencementioning
confidence: 99%
“…It is suggested as an uncommonly unambiguous and objective directed activity by which people control information to encourage an ideal effect on swarms (ARICI & KILINÇ, 2023). Following Holbrook's Silva, De Cicco, Levi, and Hammerschmidt (2022) regard viewpoint, this assessment uses self-show as an incidental uplifting driver as maintained by J. K. Arora et al (2022), to draw out the e-WOM lead of social adaptable application clients. , this is conceptualized as the cycle by which people attempt to control and regulate how others see and judge the individual in agreeable circumstances (Liardi, Gammage, Deck, & Hall, 2022).…”
Section: Self Presentationmentioning
confidence: 99%