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Gamification and Customers Experience in the Hospitality Industry
16 references·2 citing·48 second hop
Gamification and Customers Experience in the Hospitality Industry (2020)Gamification and Customers Experience in …Does gamification affect brand engagement and equity? A study in online brand communities (2020)Does gamification affect bran…Strengthening gamification studies: Current trends and future opportunities of gamification research (2018)Strengthening gamification st…The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Rise of Motivational Info…The effect of gamification on motivation and engagement (2017)The effect of gamification on…Understanding Customer Experience Throughout the Customer Journey (2016)Understanding Customer Experi…The co-creation experience from the customer perspective: its measurement and determinants (2015)The co-creation experience fr…Towards a Better Measure of Customer Experience (2013)Towards a Better Measure of C…Defining gamification (2012)Defining gamificationCustomer Experience: Are We Measuring the Right Things? 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Does It Affect Loyalty? (2009)Modernity and Self-Identity: Self and Society in the Late Modern Age (2020)Flow: the psychology of optimal experience (1990)Evolving to a New Dominant Logic for Marketing (2003)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)Qualitative Data Analysis: A Sourcebook of New Methods (1986)Whence Consumer Loyalty? (1999)Whence Consumer Loyalty? (1999)Brand Community (2001)The Discovery of Grounded Theory (2017)The Experiential Aspects of Consumption: Consumer Fantasies, Feelings, and Fun (1982)Conceptualizing, Measuring, and Managing Customer-Based Brand Equity (1993)Customer Engagement Behavior: Theoretical Foundations and Research Directions (2010)Customer Engagement (2011)Consumer Perceptions of Price, Quality, and Value: A Means-End Model and Synthesis of Evidence (1988)The Commitment-Trust Theory of Relationship Marketing (1994)Digital transformation: A multidisciplinary reflection and research agenda (2019)Designing conceptual articles: four approaches (2020)Setting the future of digital and social media marketing research: Perspectives and research propositions (2020)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)What Video Games Have to Teach Us about Learning and Literacy (2004)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Virtual reality and gamification in education: a systematic review (2024)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Consumers acceptance of artificially intelligent (AI) device use in service delivery (2019)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)A General Approach to Confirmatory Maximum Likelihood Factor Analysis (1969)Intraclass Reliability Estimates: Testing Structural Assumptions (1974)Significance tests and goodness of fit in the analysis of covariance structures. (1980)On the Evaluation of Structural Equation Models (1988)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)When to use and how to report the results of PLS-SEM (2018)Forming impressions of personality. (1946)Implicit social cognition: Attitudes, self-esteem, and stereotypes. (1995)The grateful disposition: A conceptual and empirical topography. (2002)
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References

  • 1981Evaluating Structural Equation Models with Unobservable Variables and Measurement Error113,385 cited
  • 2016Understanding Customer Experience Throughout the Customer Journey6,834 cited
  • 2009Customer Experience Creation: Determinants, Dynamics and Management Strategies3,274 cited
  • 1993River Magic: Extraordinary Experience and the Extended Service Encounter2,577 cited
  • 1995Subcultures of Consumption: An Ethnography of the New Bikers2,233 cited
  • 2017The Rise of Motivational Information Systems: A Review of Gamification Research2,229 cited
  • 1920A constant error in psychological ratings.2,188 cited
  • 2004The Effect of Corporate Social Responsibility on Customer Donations to Corporate-Supported Nonprofits1,599 cited
  • 2012Defining gamification1,343 cited
  • 2017The effect of gamification on motivation and engagement1,162 cited
  • 2013Towards a Better Measure of Customer Experience695 cited
  • 2020Does gamification affect brand engagement and equity? A study in online brand communities497 cited
  • 2015The co-creation experience from the customer perspective: its measurement and determinants403 cited
  • 2011Customer Experience: Are We Measuring the Right Things?377 cited
  • 2018Strengthening gamification studies: Current trends and future opportunities of gamification research

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286 cited
  • 2005Service quality: beyond cognitive assessment278 cited
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    • 2024To “talk the walk” or to “walk the talk”? Employer branding and HRM synergies in small and medium-sized hotels13 cited
    • 2024Enhancing Online Purchase Intention Through Artificial Intelligence: Transformation to Digital Customer Experience5 cited