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Die Nutzung mobiler Shopping Apps im Kaufprozess
13 references·1 citing·49 second hop
Die Nutzung mobiler Shopping Apps im Kaufprozess (2015)Die Nutzung mobiler Shopping Apps im Kauf…Konsumentenverhalten (2019)KonsumentenverhaltenMobile Commerce (2015)Mobile CommerceGamification and the online retail experience (2014)Gamification and the online r…What a smartphone is to me: understanding user values in using smartphones (2013)What a smartphone is to me: u…Perceived Ubiquity in Mobile Services (2013)Perceived Ubiquity in Mobile …From selling to supporting – Leveraging mobile services in the context of food retailing (2013)From selling to supporting – …GamiCAD (2012)GamiCADDer neue Mobile-Commerce (2012)Der neue Mobile-CommerceContext and mobile services' value-in-use (2011)Context and mobile services' …Consumer-based m-commerce: exploring consumer perception of mobile applications (2004)Consumer-based m-commerce: ex…Consumer perceived value: The development of a multiple item scale (2001)Consumer perceived value: The…BRANDING IN THE DIGITAL AGE (2001)BRANDING IN THE DIGITAL AGEWhy we buy what we buy: A theory of consumption values (1991)Why we buy what we buy: A the…Digitale Dienstleistungen im stationären Einzelhandel als Antwort auf die Herausforderungen durch Online-Shops (2017)Digitale Dienstleistungen im …Qualitative Data Analysis: An Expanded Sourcebook (1994)Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Consumer experiences, attitude and behavioral intention toward online food delivery (OFD) services (2016)The use of gamification mechanics to increase employee and user engagement in participative healthcare services (2017)The Boundaries of Gamification for Engaging Customers: Effects of Losing a Contest in Online Co-creation Communities (2018)Business Research Methods (2022)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)Gamification in theory and action: A survey (2014)A theory of human motivation. (1943)Motivation and Personality (1997)Experiential value: conceptualization, measurement and application in the catalog and Internet shopping environment☆11☆This article is based upon the first author’s doctoral dissertation completed while at Georgia Institute of Technology. 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(1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)The effect of benefits generated from interacting with branded mobile apps on consumer satisfaction and purchase intentions (2016)Examining the effects of motives and gender differences on smartphone addiction (2017)An app a day keeps a customer connected: Explicating loyalty to brands and branded applications through the lens of affordance and service-dominant logic (2018)Marketing in Computer-Mediated Environments: Research Synthesis and New Directions (2013)The Impact of Social Media on the Consumer Decision Process: Implications for Tourism Marketing (2013)The social media transformation process: curating content into strategy (2015)Gender differences in German consumer decision‐making styles (2004)Der Zusammenhang zwischen Kundenzufriedenheit und Kundenbindung (2005)The influence of eco‐labelling on consumer behaviour – results of a discrete choice analysis for washing machines (2006)
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References

  • 2001Consumer perceived value: The development of a multiple item scale6,959 cited
  • 1991Why we buy what we buy: A theory of consumption values5,107 cited
  • 2019Konsumentenverhalten784 cited
  • 2012GamiCAD222 cited
  • 2013Perceived Ubiquity in Mobile Services206 cited
  • 2004Consumer-based m-commerce: exploring consumer perception of mobile applications201 cited
  • 2014Gamification and the online retail experience179 cited
  • 2011Context and mobile services' value-in-use161 cited
  • 2013What a smartphone is to me: understanding user values in using smartphones137 cited
  • 2001BRANDING IN THE DIGITAL AGE131 cited
  • 2013From selling to supporting – Leveraging mobile services in the context of food retailing81 cited
  • 2015Mobile Commerce36 cited
  • 2012Der neue Mobile-Commerce31 cited

Cited by

  • 2017Digitale Dienstleistungen im stationären Einzelhandel als Antwort auf die Herausforderungen durch Online-Shops6 cited

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