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The Engagement Process During Value Co-Creation: Gamification in New Product-Development Platforms
16 references·16 citing·44 second hopsampled
The Engagement Process During Value Co-Creation: Gamification in New Product-Development Platforms (2017)The Engagement Process During Value Co-Cr…Advances in Consumer Research (2025)Advances in Consumer ResearchBusiness Research Methods (2022)Business Research MethodsDoes Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …From game design elements to gamefulness (2011)From game design elements to …Customer Engagement (2011)Customer EngagementCustomer Engagement Behavior: Theoretical Foundations and Research Directions (2010)Customer Engagement Behavior:…Users of the world, unite! The challenges and opportunities of Social Media (2009)Users of the world, unite! Th…Co-creation experiences: The next practice in value creation (2004)Co-creation experiences: The …Evolving to a New Dominant Logic for Marketing (2003)Evolving to a New Dominant Lo…Behavioral Game Theory: Experiments in Strategic Interaction (2003)Behavioral Game Theory: Exper…Making sense of qualitative data (1996)Making sense of qualitative d…Qualitative Data Analysis: An Expanded Sourcebook (1994)Qualitative Data Analysis: An…Customer Loyalty: Toward an Integrated Conceptual Framework (1994)Customer Loyalty: Toward an I…Attitude-behavior relations: A theoretical analysis and review of empirical research. (1977)Attitude-behavior relations: …An approach to environmental psychology (1974)An approach to environmental …The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)The Discovery of Grounded The…Can gamification improve the virtual reality tourism experience? Analyzing the mediating role of tourism fatigue (2023)Can gamification improve the …Gamification of cooperation: A framework, literature review and future research agenda (2022)Gamification of cooperation: …Inspired and engaged: Decoding MASSTIGE value in engagement (2021)Inspired and engaged: Decodin…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 in OTA platforms: A mixed-methods research involving online shopping carnival (2021)Gamification in OTA platforms…‘Go with the flow’ for gamification and sustainability marketing (2021)‘Go with the flow’ for gamifi…When gamification backfires: the impact of perceived justice on online community contributions (2020)When gamification backfires: …Uncovering the dark side of gamification at work: Impacts on engagement and well-being (2020)Uncovering the dark side of g…Gamification and online impulse buying: The moderating effect of gender and age (2020)Gamification and online impul…Do value cocreation and engagement drive brand evangelism? (2020)Do value cocreation and engag…Customer engagement in the digital age: a review and research agenda (2020)Customer engagement in the di…Consumer Engagement with Brand Posts on Social Media in Consecutive Stages of the Customer Journey (2020)Consumer Engagement with Bran…Opening the black box of gameful experience: Implications for gamification process design (2019)Opening the black box of game…Gamification and online consumer decisions: Is the game over? (2019)Gamification and online consu…A systematic mapping study on gamification applied to e-marketing (2019)A systematic mapping study on…The Boundaries of Gamification for Engaging Customers: Effects of Losing a Contest in Online Co-creation Communities (2018)The Boundaries of Gamificatio…Nature of Prejudice (1954)The Handbook of Social Psychology (1969)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)From Intentions to Actions: A Theory of Planned Behavior (1985)The Elaboration Likelihood Model of Persuasion (1986)The theory of planned behavior (1991)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)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Competitive Strategy: Techniques for Analyzing Industries and Competitors (1980)Understanding Attitudes and Predicting Social Behavior (1980)A Conceptual Model of Service Quality and Its Implications for Future Research (1985)Whence Consumer Loyalty? 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References

  • 1994Qualitative Data Analysis: An Expanded Sourcebook48,401 cited
  • 1968The Discovery of Grounded Theory: Strategies for Qualitative Research.46,361 cited
  • 2009Users of the world, unite! The challenges and opportunities of Social Media17,866 cited
  • 2003Evolving to a New Dominant Logic for Marketing14,777 cited
  • 2025Advances in Consumer Research13,264 cited
  • 2022Business Research Methods10,949 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 1977Attitude-behavior relations: A theoretical analysis and review of empirical research.7,609 cited
  • 1974An approach to environmental psychology7,295 cited
  • 1994Customer Loyalty: Toward an Integrated Conceptual Framework6,599 cited
  • 2004Co-creation experiences: The next practice in value creation6,502 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 1996Making sense of qualitative data3,855 cited
  • 2003Behavioral Game Theory: Experiments in Strategic Interaction3,717 cited
  • 2011Customer Engagement3,657 cited
  • 2010Customer Engagement Behavior: Theoretical Foundations and Research Directions

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3,536 cited

Cited by

  • 2019Gamification and online consumer decisions: Is the game over?243 cited
  • 2020Gamification and online impulse buying: The moderating effect of gender and age222 cited
  • 2020Uncovering the dark side of gamification at work: Impacts on engagement and well-being176 cited
  • 2018The Boundaries of Gamification for Engaging Customers: Effects of Losing a Contest in Online Co-creation Communities167 cited
  • 2021‘Go with the flow’ for gamification and sustainability marketing152 cited
  • 2020Customer engagement in the digital age: a review and research agenda149 cited
  • 2020Consumer Engagement with Brand Posts on Social Media in Consecutive Stages of the Customer Journey142 cited
  • 2023Can gamification improve the virtual reality tourism experience? Analyzing the mediating role of tourism fatigue132 cited
  • 2021Gamification in OTA platforms: A mixed-methods research involving online shopping carnival122 cited
  • 2020Do value cocreation and engagement drive brand evangelism?121 cited
  • 2022Gamification of cooperation: A framework, literature review and future research agenda108 cited
  • 2020When gamification backfires: the impact of perceived justice on online community contributions98 cited
  • 2021Inspired and engaged: Decoding MASSTIGE value in engagement96 cited
  • 2019Opening the black box of gameful experience: Implications for gamification process design95 cited
  • 2019A systematic mapping study on gamification applied to e-marketing85 cited
  • 2021Impact of gamification elements on user satisfaction in health and fitness applications: A comprehensive approach based on the Kano model77 cited