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Using gamification to transform the adoption of servitization
16 references·16 citing·44 second hopsampled
Using gamification to transform the adoption of servitization (2017)Using gamification to transform the adopt…Gamification in theory and action: A survey (2014)Gamification in theory and ac…For the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…Defining gamification (2012)Defining gamificationHybrid Offerings: How Manufacturing Firms Combine Goods and Services Successfully (2011)Hybrid Offerings: How Manufac…From Game Design Elements to Gamefulness: Defining “Gamification” (2011)From Game Design Elements to …From game design elements to gamefulness (2011)From game design elements to …The Corsini encyclopedia of psychology (2010)The Corsini encyclopedia of p…The servitization of manufacturing (2009)The servitization of manufact…Reinventing Your Business Model (2008)Reinventing Your Business Mod…Persuasive games: the expressive power of videogames (2008)Persuasive games: the express…Exploring the financial consequences of the servitization of manufacturing (2008)Exploring the financial conse…Effect of Service Transition Strategies on Firm Value (2008)Effect of Service Transition …Towards a Methodology for Developing Evidence‐Informed Management Knowledge by Means of Systematic Review (2003)Towards a Methodology for Dev…Managing the transition from products to services (2003)Managing the transition from …Evolving to a New Dominant Logic for Marketing (2003)Evolving to a New Dominant Lo…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Gamification in tourism research: A systematic review, current insights, and future research avenues (2023)Gamification in tourism resea…Can gamification help green supply chain management firms achieve sustainable results in servitized ecosystem? An empirical investigation (2023)Can gamification help green s…The Impact of Gamification Motivation on Green Consumption Behavior—An Empirical Study Based on Ant Forest (2022)The Impact of Gamification Mo…It is Really Not a Game: An Integrative Review of Gamification for Service Research (2022)It is Really Not a Game: An I…Green Servitization in the Single-Use Medical Device Industry: How Device OEMs Create Supply Chain Circularity through Reprocessing (2022)Green Servitization in the Si…Emotional mechanics of gamification and value co-creation: the digital platform Nike+ as a B2B2C ecosystem (2022)Emotional mechanics of gamifi…Corporate social responsibility and circular economy from the perspective of consumers: A cross‐cultural analysis in the cosmetic industry (2022)Corporate social responsibili…Impact of gamification elements on user satisfaction in health and fitness applications: A comprehensive approach based on the Kano model (2021)Impact of gamification elemen…Gamification for Brand Value Co-Creation: A Systematic Literature Review (2021)Gamification for Brand Value …Effective Online Engagement Strategies Through Gamification (2021)Effective Online Engagement S…A Review of Gamification Impact on Student Behavioural and Learning Outcomes (2021)A Review of Gamification Impa…Service Innovation in Healthcare: A Systematic Literature Review (2020)Service Innovation in Healthc…Gamification in human resource management—Status quo and quo vadis (2020)Gamification in human resourc…Enterprises’ Servitization in the First Decade—Retrospective Analysis of Back-End and Front-End Challenges (2020)Enterprises’ Servitization in…Design of services in servitized firms: gamification as an adequate tool (2019)Design of services in serviti…A worldwide survey on manufacturing servitization (2019)A worldwide survey on manufac…Servitization of business: Adding value by adding services (1988)State-of-the-art in product-service systems (2007)Product–Service Systems (PSS) business models and tactics – a systematic literature review (2014)Fifteen Years of Research on Business Model Innovation (2016)Circular business models: A review (2020)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Basics of Qualitative Research (1992)Basics of Qualitative Research: Grounded Theory Procedures and Techniques. 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(2000)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Gamification of Learning: a Meta-analysis (2019)Gamification in Education: A Systematic Mapping Study (2015)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Business Model Design: An Activity System Perspective (2009)From Strategy to Business Models and onto Tactics (2010)Business models for sustainable innovation: state-of-the-art and steps towards a research agenda (2012)Democracy of Objects (2011)The role of psychology in understanding the impact of computer games (2011)Serious games and the gamification of tourism (2016)
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References

  • 2003Towards a Methodology for Developing Evidence‐Informed Management Knowledge by Means of Systematic Review15,354 cited
  • 2003Evolving to a New Dominant Logic for Marketing14,777 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2014Gamification in theory and action: A survey2,509 cited
  • 2008Reinventing Your Business Model2,390 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 2003Managing the transition from products to services2,328 cited
  • 2008Persuasive games: the expressive power of videogames1,703 cited
  • 2009The servitization of manufacturing1,541 cited
  • 2008Exploring the financial consequences of the servitization of manufacturing1,371 cited
  • 2011From Game Design Elements to Gamefulness: Defining “Gamification”1,340 cited
  • 2012Defining gamification1,155 cited
  • 2010The Corsini encyclopedia of psychology1,082 cited
  • 2011Hybrid Offerings: How Manufacturing Firms Combine Goods and Services Successfully1,010 cited
  • 2008

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Effect of Service Transition Strategies on Firm Value
870 cited

Cited by

  • 2022It is Really Not a Game: An Integrative Review of Gamification for Service Research89 cited
  • 2021Impact of gamification elements on user satisfaction in health and fitness applications: A comprehensive approach based on the Kano model77 cited
  • 2021Effective Online Engagement Strategies Through Gamification64 cited
  • 2019A worldwide survey on manufacturing servitization61 cited
  • 2021A Review of Gamification Impact on Student Behavioural and Learning Outcomes59 cited
  • 2023Gamification in tourism research: A systematic review, current insights, and future research avenues52 cited
  • 2022Green Servitization in the Single-Use Medical Device Industry: How Device OEMs Create Supply Chain Circularity through Reprocessing50 cited
  • 2021Gamification for Brand Value Co-Creation: A Systematic Literature Review47 cited
  • 2023Can gamification help green supply chain management firms achieve sustainable results in servitized ecosystem? An empirical investigation45 cited
  • 2020Gamification in human resource management—Status quo and quo vadis40 cited
  • 2022The Impact of Gamification Motivation on Green Consumption Behavior—An Empirical Study Based on Ant Forest39 cited
  • 2022Corporate social responsibility and circular economy from the perspective of consumers: A cross‐cultural analysis in the cosmetic industry33 cited
  • 2020Enterprises’ Servitization in the First Decade—Retrospective Analysis of Back-End and Front-End Challenges33 cited
  • 2022Emotional mechanics of gamification and value co-creation: the digital platform Nike+ as a B2B2C ecosystem29 cited
  • 2020Service Innovation in Healthcare: A Systematic Literature Review27 cited
  • 2019Design of services in servitized firms: gamification as an adequate tool24 cited