Gamification-as-innovation: a review

FM AlSaad, CM Durugbo - International Journal of Innovation and …, 2021 - World Scientific
Gamification is a paradigm and process innovation premised on applying game mechanics
to non-game settings with benefits of creative games designs and disruptive effects …

Gamification reloaded: Current and future trends in gamification science

A Mazarakis - I-com, 2021 - degruyter.com
Gamification can help to increase motivation for various activities. As a fundamental concept
in HCI, gamification has connections with various fields involving mixed reality, health care …

The role of customer experience in the effect of online flow state on customer loyalty

AV Ertemel, ME Civelek, GÖ Eroğlu Pektaş… - PloS one, 2021 - journals.plos.org
Purpose The Internet revolution has radically changed the means of conducting business all
over the world in the past few decades. The digital medium enables consumers worldwide to …

Больше, чем просто средство: новый подход к пониманию геймификации

АС Ветушинский - Социология власти, 2020 - cyberleninka.ru
В статье предлагается новый подход к осмыслению геймификации. Его особенность
заключается в учете критики, высказанной в адрес геймификации к настоящему …

Clear sanctions, vague rewards: how China's social credit system currently defines" good" and" bad" behavior

S Engelmann, M Chen, F Fischer, C Kao… - Proceedings of the …, 2019 - dl.acm.org
China's Social Credit System (SCS, 社会信用体系 or shehui xinyong tixi) is expected to
become the first digitally-implemented nationwide scoring system with the purpose to rate …

Gamification and customer experience in online retail: A qualitative study focusing on ethical perspective

Sheetal, R Tyagi, G Singh - Asian Journal of Business Ethics, 2023 - Springer
This paper aims to investigate the effect of gamification in engaging and motivating
consumers for online shopping and also the use of gamification to enhance sales. Moreover …

Adaptive and personalized gamification designs: Call for action and future research

S Schöbel, M Schmidt-Kraepelin… - AIS Transactions on …, 2021 - aisel.aisnet.org
Gamification refers to the use of game-like elements in non-entertainment contexts to make
activities more engaging and enjoyable to improve utilitarian outcomes. The gamification …

[HTML][HTML] A conceptual framework for understanding and identifying gamblified experiences

J Macey, J Hamari, M Adam - Computers in Human Behavior, 2024 - Elsevier
Gamblification, ie the use of gambling as a tool to influence consumer decision-making, has
most recently been associated with the monetisation of digital games. Yet, despite such …

[HTML][HTML] Suspicious trading in nonfungible tokens (NFTs)

I Sifat, SA Tariq, D van Donselaar - Information & Management, 2024 - Elsevier
This paper employs a three-pronged approach to examine price patterns in a substantial
chunk of trades in nonfungible token (NFT) transactions to identify suspicious trading …

[PDF][PDF] Dynamic personalization of gameful interactive systems

GF Tondello - 2019 - core.ac.uk
Gameful design, the process of creating a system with affordances for gameful experiences,
can be used to increase user engagement and enjoyment of digital interactive systems. It …