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Gamification as a platform for brand co-creation experiences
16 references·16 citing·37 second hopsampled
Gamification as a platform for brand co-creation experiences (2017)Gamification as a platform for brand co-c…Digital Game-Based Learning (2020)Digital Game-Based LearningDoes Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Consumer Brand Engagement in Social Media: Conceptualization, Scale Development and Validation (2014)Consumer Brand Engagement in …From game design elements to gamefulness (2011)From game design elements to …Customer Engagement (2011)Customer EngagementConsumer engagement in a virtual brand community: An exploratory analysis (2011)Consumer engagement in a virt…Customer Engagement Behavior: Theoretical Foundations and Research Directions (2010)Customer Engagement Behavior:…Customer Experience Creation: Determinants, Dynamics and Management Strategies (2009)Customer Experience Creation:…Brand Experience: What Is It? How Is It Measured? Does It Affect Loyalty? (2009)Brand Experience: What Is It?…Managing the co-creation of value (2007)Managing the co-creation of v…Evolving to a New Dominant Logic for Marketing (2003)Evolving to a New Dominant Lo…Digital game-based learning (2003)Digital game-based learningExperiential Marketing (1999)Experiential MarketingQualitative Evaluation and Research Methods (1992)Qualitative Evaluation and Re…Qualitative evaluation and research methods (1990)Qualitative evaluation and re…The Experiential Aspects of Consumption: Consumer Fantasies, Feelings, and Fun (1982)The Experiential Aspects of C…Treasure Hunting for Brands: Metaverse Marketing Gamification Effects on Purchase Intention, WOM, and Loyalty (2025)Treasure Hunting for Brands: …Unpacking the effect of gamified virtual CSR cocreated on users’ pro-environmental behavior: A holistic view of gamification affordance (2023)Unpacking the effect of gamif…Game on! A state-of-the-art overview of doing business with gamification (2023)Game on! A state-of-the-art o…Let’s play! Gamification as a marketing tool to deliver a digital luxury experience (2022)Let’s play! Gamification as a…Gamification for value creation and viewer engagement in gamified livestreaming services: The moderating role of gender in esports (2022)Gamification for value creati…Consumers' relationship with mass prestige brands and happiness (2022)Consumers' relationship with …Applying cognitive evaluation theory to analyze the impact of gamification mechanics on user engagement in resource recycling (2022)Applying cognitive evaluation…The experience – economy revisited: an interdisciplinary perspective and research agenda (2021)The experience – economy revi…Sustainability in the beer and pub industry during the COVID-19 period: An emerging new normal (2021)Sustainability in the beer an…Gamification-as-Innovation: A Review (2021)Gamification-as-Innovation: A…Gamification for Brand Value Co-Creation: A Systematic Literature Review (2021)Gamification for Brand Value …Gamification and customer experience: the mediating role of brand engagement in online grocery retailing (2021)Gamification and customer exp…A Bibliometric Analysis of Gamification Research (2021)A Bibliometric Analysis of Ga…The Relationship Between Gamification, Brand Engagement and Brand Equity (2019)The Relationship Between Gami…Gamifying employer branding: An integrating framework and research propositions for a new HRM approach in the digitized economy (2019)Gamifying employer branding: …A systematic mapping study on gamification applied to e-marketing (2019)A systematic mapping study on…The Theory of Buyer Behavior (1971)Structure and Functions of Fantasy (1974)An Information Processing Theory of Consumer Choice (1979)Consumer perceived value: The development of a multiple item scale (2001)The Chain of Effects from Brand Trust and Brand Affect to Brand Performance: The Role of Brand Loyalty (2001)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Gamification in theory and action: A survey (2014)The reflective practitioner: How professionals think in action (1984)The Reflective Practitioner: How Professionals Think in Action (1985)Consumer Perceptions of Price, Quality, and Value: A Means-End Model and Synthesis of Evidence (1988)Service-dominant logic: continuing the evolution (2007)Institutions and axioms: an extension and update of service-dominant logic (2015)The Commitment-Trust Theory of Relationship Marketing (1994)Understanding Customer Experience Throughout the Customer Journey (2016)An Evolutionary Theory of Economic Change. (1983)SERVQUAL: A multiple-Item Scale for measuring consumer perceptions of service quality (1988)The Theory of the Growth of the Firm (1995)The Behavioral Consequences of Service Quality (1996)Consumers and Their Brands: Developing Relationship Theory in Consumer Research (1998)Setting the future of digital and social media marketing research: Perspectives and research propositions (2020)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)A Cognitive Model of the Antecedents and Consequences of Satisfaction Decisions (1980)Conceptualizing, Measuring, and Managing Customer-Based Brand Equity (1993)The qualitative research interview (2006)Generalization in quantitative and qualitative research: Myths and strategies (2010)Bridging the Qualitative–Quantitative Divide: Guidelines for Conducting Mixed Methods Research in Information Systems1 (2013)Qualitative content analysis in nursing research: concepts, procedures and measures to achieve trustworthiness (2003)Using thematic analysis in psychology (2006)Document Analysis as a Qualitative Research Method (2009)
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References

  • 1990Qualitative evaluation and research methods17,943 cited
  • 2003Evolving to a New Dominant Logic for Marketing14,777 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 1982The Experiential Aspects of Consumption: Consumer Fantasies, Feelings, and Fun8,274 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2009Brand Experience: What Is It? How Is It Measured? Does It Affect Loyalty?4,414 cited
  • 2011Customer Engagement3,657 cited
  • 2010Customer Engagement Behavior: Theoretical Foundations and Research Directions3,536 cited
  • 2007Managing the co-creation of value3,467 cited
  • 1992Qualitative Evaluation and Research Methods3,307 cited
  • 2014Consumer Brand Engagement in Social Media: Conceptualization, Scale Development and Validation3,261 cited
  • 2011Consumer engagement in a virtual brand community: An exploratory analysis3,229 cited
  • 2009Customer Experience Creation: Determinants, Dynamics and Management Strategies3,138 cited
  • 2003Digital game-based learning3,104 cited
  • 1999Experiential Marketing2,989 cited

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2020
Digital Game-Based Learning
2,893 cited

Cited by

  • 2025Treasure Hunting for Brands: Metaverse Marketing Gamification Effects on Purchase Intention, WOM, and Loyalty171 cited
  • 2023Game on! A state-of-the-art overview of doing business with gamification113 cited
  • 2019Gamifying employer branding: An integrating framework and research propositions for a new HRM approach in the digitized economy102 cited
  • 2021A Bibliometric Analysis of Gamification Research102 cited
  • 2022Gamification for value creation and viewer engagement in gamified livestreaming services: The moderating role of gender in esports91 cited
  • 2022Applying cognitive evaluation theory to analyze the impact of gamification mechanics on user engagement in resource recycling89 cited
  • 2019A systematic mapping study on gamification applied to e-marketing85 cited
  • 2022Let’s play! Gamification as a marketing tool to deliver a digital luxury experience79 cited
  • 2021Sustainability in the beer and pub industry during the COVID-19 period: An emerging new normal57 cited
  • 2023Unpacking the effect of gamified virtual CSR cocreated on users’ pro-environmental behavior: A holistic view of gamification affordance57 cited
  • 2019The Relationship Between Gamification, Brand Engagement and Brand Equity56 cited
  • 2021Gamification and customer experience: the mediating role of brand engagement in online grocery retailing48 cited
  • 2021Gamification for Brand Value Co-Creation: A Systematic Literature Review47 cited
  • 2021The experience – economy revisited: an interdisciplinary perspective and research agenda46 cited
  • 2022Consumers' relationship with mass prestige brands and happiness44 cited
  • 2021Gamification-as-Innovation: A Review40 cited