The boundaries of gamification for engaging customers : effects of losing a contest in online co-creation communities
Year of publication: |
November 2018
|
---|---|
Authors: | Leclercq, Thomas ; Hammedi, Wafa ; Poncin, Ingrid |
Published in: |
Journal of interactive marketing : a quarterly publication from the Direct Marketing Educational Foundation. - Thousand Oaks, CA : SAGE Publishing, ISSN 1094-9968, ZDB-ID 1424950-9. - Vol. 44.2018, p. 82-101
|
Subject: | Gamification | Engagement | Co-creation | Online community | Social Web | Social web | Kundenintegration | Customer integration | Beziehungsmarketing | Relationship marketing | Online-Marketing | Internet marketing | Computerspiel | Video game |
-
Augmented reality-enabled instagram game filters : key to engaging customers
Sinha, Mudita, (2022)
-
Hook vs. hope : how to enhance customer engagement through gamification
Eisingerich, Andreas B, (2019)
-
Gamification in e-commerce : enhancing digital customer engagement through game elements
Huseynov, Farid, (2020)
- More ...
-
Opening the black box of gameful experience : implications for gamification process design
Leclercq, Thomas, (2020)
-
Uncovering the dark side of gamification at work : impacts on engagement and well-being
Hammedi, Wafa, (2021)
-
When gamification backfires : the impact of perceived justice on online community contributions
Leclercq, Thomas, (2020)
- More ...