The persuasion effects of virtual reality (VR) and augmented reality (AR) video advertisements: A conceptual review
Using the social psychology theory of elaboration likelihood model (ELM), we present a
conceptual model of persuading consumer attitudes through virtual and augmented reality …
conceptual model of persuading consumer attitudes through virtual and augmented reality …
[HTML][HTML] Gamification and game based learning for vocational education and training: A systematic literature review
F Dahalan, N Alias, MSN Shaharom - Education and Information …, 2024 - Springer
Games have been used as a learning tool for centuries. Gamification and game-based
learning are becoming more prominent in educational settings for several reasons. When it …
learning are becoming more prominent in educational settings for several reasons. When it …
[HTML][HTML] Gamification of mobile money payment for generating customer value in emerging economies: The social impact theory perspective
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 …
theories to understand how gamification of mobile money payment could generate customer …
Transformando la educación online: el impacto de la gamificación en la formación del profesorado en un entorno universitario
RM Sánchez - Metaverse Basic and Applied Research, 2023 - mr.saludcyt.ar
Introduction: Gamification consists of the application of game elements and mechanics in
non-game contexts, such as education. The elements that can be included in a gamification …
non-game contexts, such as education. The elements that can be included in a gamification …
[HTML][HTML] Game on! A state-of-the-art overview of doing business with gamification
Gamification is the act of applying game-design elements to transform activities, products,
services, and systems in a way that provides the kind of experiences similar to those offered …
services, and systems in a way that provides the kind of experiences similar to those offered …
A framework for gamification in the metaverse era: How designers envision gameful experience
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 …
for users in various settings, including learning, healthcare, and business. The 'gameful …
[HTML][HTML] Understanding and measuring skill gaps in Industry 4.0—A review
This study utilized a systematic-narrative hybrid strategy to overview the concept of skill gap
and its measuring approaches. Using the PRISMA guidelines, we conducted a systematic …
and its measuring approaches. Using the PRISMA guidelines, we conducted a systematic …
Impact of barriers of value co-creation on consumers' innovation resistance behavior: Investigating the moderation role of the DART model
This study investigates the influence of barriers to value co-creation (VCC) on consumers'
resistance behavior in the online B2C retailing context. The study also examines the …
resistance behavior in the online B2C retailing context. The study also examines the …
[HTML][HTML] Evolution and current state of research into E-learning
A Martinez-Garcia, P Horrach-Rosselló… - Heliyon, 2023 - cell.com
This article aims to undertake a bibliometric review along with a conceptual and intellectual
analysis of research on distance learning and e-learning. The purpose of this study is to …
analysis of research on distance learning and e-learning. The purpose of this study is to …
Exploring the boundaries of Neuromarketing through systematic investigation
Neuromarketing literature has grown remarkably in recent years. Although the field has
generated a diverse body of knowledge, we still find a dearth of studies classifying the …
generated a diverse body of knowledge, we still find a dearth of studies classifying the …