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Developing a scale for gamified e-service quality in the e-retailing industry
16 references·1 citing·47 second hopsampled
Developing a scale for gamified e-service quality in the e-retailing industry (2023)Developing a scale for gamified e-service…How gamification marketing activities motivate desirable consumer behaviors: Focusing on the role of brand love (2018)How gamification marketing ac…Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)Gameful Experience in Gamific…Examining the impact of gamification on intention of engagement and brand attitude in the marketing context (2017)Examining the impact of gamif…A definition for gamification: anchoring gamification in the service marketing literature (2016)A definition for gamification…A Review of Exploratory Factor Analysis Decisions and Overview of Current Practices: What We Are Doing and How Can We Improve? (2015)A Review of Exploratory Facto…Partial least squares structural equation modeling (PLS-SEM) (2014)Partial least squares structu…Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013)Transforming homo economicus …Developing e-service quality scales: A literature review (2010)Developing e-service quality …Using thematic analysis in psychology (2006)Using thematic analysis in ps…Measuring Service Quality in E-Retailing (2006)Measuring Service Quality in …E-S-QUAL (2004)E-S-QUALEvolving to a New Dominant Logic for Marketing (2003)Evolving to a New Dominant Lo…eTailQ: dimensionalizing, measuring and predicting etail quality (2003)eTailQ: dimensionalizing, mea…E‐service quality: a model of virtual service quality dimensions (2003)E‐service quality: a model of…Service Quality Delivery through Web Sites: A Critical Review of Extant Knowledge (2002)Service Quality Delivery thro…A Conceptual Model of Service Quality and Its Implications for Future Research (1985)A Conceptual Model of Service…Enhancing Repurchase Intention on Digital Platforms Based on Shopping Well-Being Through Shopping Value, Trust and Impulsive Buying (2024)Enhancing Repurchase Intentio…Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)PLS-SEM: Indeed a Silver Bullet (2011)A primer on partial least squares structural equation modeling (PLS-SEM) (2014)Partial least squares structural equation modeling (PLS-SEM): A useful tool for family business researchers (2014)When to use and how to report the results of PLS-SEM (2018)Partial Least Squares Structural Equation Modeling (PLS-SEM) Using R (2021)Qualitative evaluation and research methods (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Older Adults' Reasons for Using Technology while Aging in Place (2015)Thematic Analysis (2017)Reflecting on reflexive thematic analysis (2019)Advertising as Information (1974)Breaking Free from Product Marketing (1977)Strategic Management and Marketing in the Service Sector (1984)Consumer Perceptions of Price, Quality, and Value: A Means-End Model and Synthesis of Evidence (1988)The Behavioral Consequences of Service Quality (1996)SERVQUAL: A multiple-Item Scale for measuring consumer perceptions of service quality (1988)Customer perceptions of e‐service quality in online shopping (2005)Service quality models: a review (2005)The impact of website quality on customer satisfaction and purchase intentions: Evidence from Chinese online visitors (2008)On the Evaluation of Structural Equation Models (1988)Structural equation modeling in practice: A review and recommended two-step approach. (1988)Consumer e-shopping acceptance: Antecedents in a technology acceptance model (2008)From e-commerce to social commerce: A close look at design features (2012)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)Customer perceived value, satisfaction, and loyalty: The role of switching costs (2004)An Updated and Streamlined Technology Readiness Index (2014)An Evolutionary Theory of Economic Change. (1983)The Theory of the Growth of the Firm (1995)Service-dominant logic: continuing the evolution (2007)Institutions and axioms: an extension and update of service-dominant logic (2015)Understanding Customer Experience Throughout the Customer Journey (2016)Alternative Ways of Assessing Model Fit (1992)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)The Application of Electronic Computers to Factor Analysis (1960)Evaluating the use of exploratory factor analysis in psychological research. (1999)Variable-Centered, Person-Centered, and Person-Specific Approaches (2017)Systematic Review and Validation of the Game Experience Questionnaire (GEQ) - Implications for Citation and Reporting Practice (2018)Best practices in exploratory factor analysis: four recommendations for getting the most from your analysis (2020)Can Harman’s single-factor test reliably distinguish between research designs? Not in published management studies (2024)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Gamification of health professions education: a systematic review (2020)Enhancing user engagement: The role of gamification in mobile apps (2021)
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References

  • 2006Using thematic analysis in psychology193,725 cited
  • 1985A Conceptual Model of Service Quality and Its Implications for Future Research21,635 cited
  • 2003Evolving to a New Dominant Logic for Marketing14,777 cited
  • 2014Partial least squares structural equation modeling (PLS-SEM)11,717 cited
  • 2004E-S-QUAL3,962 cited
  • 2002Service Quality Delivery through Web Sites: A Critical Review of Extant Knowledge2,727 cited
  • 2003eTailQ: dimensionalizing, measuring and predicting etail quality2,295 cited
  • 2003E‐service quality: a model of virtual service quality dimensions1,500 cited
  • 2015A Review of Exploratory Factor Analysis Decisions and Overview of Current Practices: What We Are Doing and How Can We Improve?1,345 cited
  • 2016A definition for gamification: anchoring gamification in the service marketing literature1,089 cited
  • 2006Measuring Service Quality in E-Retailing1,056 cited
  • 2013Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service687 cited
  • 2017Examining the impact of gamification on intention of engagement and brand attitude in the marketing context457 cited
  • 2010Developing e-service quality scales: A literature review414 cited

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2018
Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX]
383 cited
  • 2018How gamification marketing activities motivate desirable consumer behaviors: Focusing on the role of brand love357 cited
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    • 2024Enhancing Repurchase Intention on Digital Platforms Based on Shopping Well-Being Through Shopping Value, Trust and Impulsive Buying10 cited