Sustaining enhancement of learning outcomes across digital platforms during the COVID-19 pandemic: a systematic review

FM Alshammary, WS Alhalafawy - Journal of Positive School …, 2022 - mail.journalppw.com
The spread of COVID-19 has led to the closure of all educational institutions and a complete
shift to distance learning using digital platforms, which succeeded in playing a major role in …

Uncovering the dark side of gamification at work: Impacts on engagement and well-being

W Hammedi, T Leclercq, I Poncin, L Alkire - Journal of Business Research, 2021 - Elsevier
Rethinking the workplace experience as a means for enhancing the well-being of frontline
employees (FLEs) represents a key priority for services. The well-being of frontline …

How has gamification within digital platforms affected self-regulated learning skills during the COVID-19 pandemic? Mixed-methods research

W Alhalafawy, MT Zaki - International Journal of Emerging …, 2022 - learntechlib.org
Gamification systems on digital platforms are among the essential systems that can motivate
learners towards achieving educational gains and goals. Self-regulated learning skills …

[HTML][HTML] Gamification of mobile money payment for generating customer value in emerging economies: The social impact theory perspective

MD Dzandu, C Hanu, H Amegbe - Technological Forecasting and Social …, 2022 - Elsevier
This study develops and tests an integrated model of the social impact and customer value
theories to understand how gamification of mobile money payment could generate customer …

Impact of gamification elements on user satisfaction in health and fitness applications: A comprehensive approach based on the Kano model

S Yin, X Cai, Z Wang, Y Zhang, S Luo, J Ma - Computers in Human …, 2022 - Elsevier
As health and fitness applications (apps) take on larger markets, attracting and satisfying
users has become a crucial task. Gamification, a popular ancillary design used in various …

Gamification in marketing: Insights on current and future research directions based on a bibliometric and theories, contexts, characteristics and methodologies …

PM Santos, JM Dias, CM Bairrada - Heliyon, 2024 - cell.com
Gamification involves using game design elements in non-game contexts. It is an emerging
strategy that, being able to motivate consumer engagement with brands, has been …

Let's play! Gamification as a marketing tool to deliver a digital luxury experience

M Milanesi, S Guercini, A Runfola - Electronic Commerce Research, 2023 - Springer
This paper aims to investigate the features of gamification as a digital marketing tool to
deliver a digital luxury experience. The paper employs the qualitative methodology of case …

A framework for gamification in the metaverse era: How designers envision gameful experience

NJ Thomas, R Baral, OS Crocco, S Mohanan - … Forecasting and Social …, 2023 - Elsevier
Gamification uses principles extracted from games to elicit a unique game-like experience
for users in various settings, including learning, healthcare, and business. The 'gameful …

Gamified money: exploring the effectiveness of gamification in mobile payment adoption among the silver generation in China

D Wong, H Liu, Y Meng-Lewis, Y Sun… - Information Technology & …, 2022 - emerald.com
Purpose This study investigates the use of gamification in promoting the silver generation's
adoption of mobile payment technology through the gamified cultural practice of gifting red …

Gamify, engage, build loyalty: exploring the benefits of gameful experience for branded sports apps

S Habachi, J Matute, R Palau-Saumell - Journal of Product & Brand …, 2024 - emerald.com
Purpose This study aims to examine the impact of the gameful experience on behavioural
outcomes. Drawing from stimulus–organism–response theory, it proposes and tests a new …