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Game on: Engaging customers and employees through gamification
10 references·16 citing·46 second hop
Game on: Engaging customers and employees through gamification (2015)Game on: Engaging customers and employees…Is it all a game? Understanding the principles of gamification (2015)Is it all a game? Understandi…Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…Exploring customer brand engagement: definition and themes (2011)Exploring customer brand enga…Consumer engagement in a virtual brand community: An exploratory analysis (2011)Consumer engagement in a virt…Antecedents and consequences of employee engagement (2006)Antecedents and consequences …Business-unit-level relationship between employee satisfaction, employee engagement, and business outcomes: A meta-analysis. (2002)Business-unit-level relations…”Coopetition” in Business Networks—to Cooperate and Compete Simultaneously (2000)”Coopetition” in Business Net…The Truth about Burnout: How Organizations Cause Personal Stress and What to Do about It (1997)The Truth about Burnout: How …PSYCHOLOGICAL CONDITIONS OF PERSONAL ENGAGEMENT AND DISENGAGEMENT AT WORK. (1990)PSYCHOLOGICAL CONDITIONS OF P…Behavioral Learning Theory: Its Relevance to Marketing and Promotions (1981)Behavioral Learning Theory: I…Game on! A state-of-the-art overview of doing business with gamification (2023)Game on! A state-of-the-art o…Psychological interventions of virtual gamification within academic intrinsic motivation: A systematic review (2021)Psychological interventions o…Past, present, and future of customer engagement (2021)Past, present, and future of …Game on! How gamified loyalty programs boost customer engagement value (2021)Game on! How gamified loyalty…Application of the Educational Game to Enhance Student Learning (2021)Application of the Educationa…Uncovering the dark side of gamification at work: Impacts on engagement and well-being (2020)Uncovering the dark side of g…Does gamification affect brand engagement and equity? A study in online brand communities (2020)Does gamification affect bran…Can gamification increases consumers’ engagement in fitness apps? The moderating role of commensurability of the game elements (2020)Can gamification increases co…Serious Games and Gamification in the Corporate Training Environment: a Literature Review (2019)Serious Games and Gamificatio…Main gamification concepts: A systematic mapping study (2019)Main gamification concepts: A…Experiences that matter? The motivational experiences and business outcomes of gamified services (2019)Experiences that matter? The …Walking for fun or for “likes”? The impacts of different gamification orientations of fitness apps on consumers’ physical activities (2018)Walking for fun or for “likes…Developing a gamified mobile application to encourage sustainable energy use in the office (2018)Developing a gamified mobile …The Ethics of Gamification in a Marketing Context (2017)The Ethics of Gamification in…Smart technologies and shopping experience: Are gamification interfaces effective? The case of the Smartstore (2017)Smart technologies and shoppi…A qualitative investigation of student perceptions of game elements in a gamified course (2017)A qualitative investigation o…Job Burnout (2001)Job demands, job resources, and their relationship with burnout and engagement: a multi‐sample study (2004)Job Engagement: Antecedents and Effects on Job Performance (2010)Linking job demands and resources to employee engagement and burnout: A theoretical extension and meta-analytic test. 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(1977)The Job Demands‐Resources model: state of the art (2007)Conceptualizing, Measuring, and Managing Customer-Based Brand Equity (1993)The Commitment-Trust Theory of Relationship Marketing (1994)Evolving to a New Dominant Logic for Marketing (2003)Consumer engagement in online brand communities: a social media perspective (2015)Social media in marketing: A review and analysis of the existing literature (2017)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Economic Action and Social Structure: The Problem of Embeddedness (1985)Co-opetition and Technological Innovation in Small and Medium-Sized Enterprises: A Multilevel Conceptual Model (2009)Co-opetition between giants: Collaboration with competitors for technological innovation (2011)Coopetition—Quo vadis? Past accomplishments and future challenges (2014)The Discovery of Grounded Theory (2017)The Presentation of Self in Everyday Life. (1956)Organizational Images and Member Identification (1994)Motivation and Personality (1997)Using thematic analysis in psychology (2006)Users of the world, unite! The challenges and opportunities of Social Media (2009)How to conduct a bibliometric analysis: An overview and guidelines (2021)Customer engagement and social media: Revisiting the past to inform the future (2022)Fuzzy-set qualitative comparative analysis (fsQCA) in business and management research: A contemporary overview (2022)Social media influencer marketing: foundations, trends, and ways forward (2023)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)Emotional Labor and Burnout: Comparing Two Perspectives of “People Work” (2002)The Convergent Validity of Two Burnout Instruments (2003)Generational Differences in Work Values: Leisure and Extrinsic Values Increasing, Social and Intrinsic Values Decreasing (2010)
this work references cited by second hop

References

  • 1990PSYCHOLOGICAL CONDITIONS OF PERSONAL ENGAGEMENT AND DISENGAGEMENT AT WORK.10,957 cited
  • 2006Antecedents and consequences of employee engagement5,569 cited
  • 2002Business-unit-level relationship between employee satisfaction, employee engagement, and business outcomes: A meta-analysis.4,617 cited
  • 2011Consumer engagement in a virtual brand community: An exploratory analysis3,229 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,374 cited
  • 2000”Coopetition” in Business Networks—to Cooperate and Compete Simultaneously2,011 cited
  • 1997The Truth about Burnout: How Organizations Cause Personal Stress and What to Do about It2,003 cited
  • 2011Exploring customer brand engagement: definition and themes1,335 cited
  • 2015Is it all a game? Understanding the principles of gamification837 cited
  • 1981Behavioral Learning Theory: Its Relevance to Marketing and Promotions393 cited

Cited by

  • 2021Past, present, and future of customer engagement505 cited
  • 2020Does gamification affect brand engagement and equity? A study in online brand communities415 cited
  • 2017A qualitative investigation of student perceptions of game elements in a gamified course228 cited
  • 2019Serious Games and Gamification in the Corporate Training Environment: a Literature Review

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221 cited
  • 2020Uncovering the dark side of gamification at work: Impacts on engagement and well-being176 cited
  • 2021Application of the Educational Game to Enhance Student Learning154 cited
  • 2017Smart technologies and shopping experience: Are gamification interfaces effective? The case of the Smartstore141 cited
  • 2019Main gamification concepts: A systematic mapping study137 cited
  • 2019Experiences that matter? The motivational experiences and business outcomes of gamified services135 cited
  • 2021Psychological interventions of virtual gamification within academic intrinsic motivation: A systematic review129 cited
  • 2020Can gamification increases consumers’ engagement in fitness apps? The moderating role of commensurability of the game elements125 cited
  • 2018Developing a gamified mobile application to encourage sustainable energy use in the office121 cited
  • 2021Game on! How gamified loyalty programs boost customer engagement value117 cited
  • 2018Walking for fun or for “likes”? The impacts of different gamification orientations of fitness apps on consumers’ physical activities113 cited
  • 2023Game on! A state-of-the-art overview of doing business with gamification113 cited
  • 2017The Ethics of Gamification in a Marketing Context105 cited