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Smart technologies and shopping experience: Are gamification interfaces effective? The case of the Smartstore

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What this work says

Outgoing claims: the papers this work cites, builds on, or argues with.

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The impact of 3d virtual haptics in marketing
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Excitation transfer in communication-mediated aggressive behavior
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Is it all a game? Understanding the principles of gamification
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Game on: Engaging customers and employees through gamification
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Encouraging user participation in a course recommender system: An impact on user behavior
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Social media adoption: The role of media needs and innovation characteristics
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Gamifying learning experiences: Practical implications and outcomes
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Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service
inferredcites →https://doi.org/10.1016/j.ijhcs.2014.09.006openalex-snapshot
Gamification in theory and action: A survey
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The impact of Web quality and playfulness on user acceptance of online retailing
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User acceptance of hedonic digital artifacts: A theory of consumption values perspective
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Triggers for virtual customer integration in the development of medical equipment — From a manufacturer and a user's perspective
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Customer delight in a retail context: investigating delightful and terrible shopping experiences
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Consumption experience, customer value, and subjective personal introspection: An illustrative photographic essay
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Customer Experience Creation: Determinants, Dynamics and Management Strategies
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Customer Experience Management in Retailing: Understanding the Buying Process
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Online Customer Experience in e-Retailing: An empirical model of Antecedents and Outcomes
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Do Digital Displays Enhance Sales? Role of Retail Format and Message Content
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The mediating effects of perception and emotion: Digital signage in mall atmospherics
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Modeling innovative points of sales through virtual and immersive technologies
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Shaping e-retailer’s website personality: The importance of experiential marketing
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Developing a framework to improve virtual shopping in digital malls with intelligent self-service systems
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The impact of “e-atmospherics” on physical stores
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Retail atmospherics: The impact of a brand dictated theme
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What is Smart for Retailing?
inferredcites →https://doi.org/10.1016/j.sbspro.2014.07.034openalex-snapshot
Gamification in Consumer Marketing - Future or Fallacy?
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Behavioral Game Theory. Experiments in Strategic Interaction
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Customization of technology roadmaps according to roadmapping purposes: Overall process and detailed modules
inferredcites →https://doi.org/10.1016/s0022-4359(00)00045-2openalex-snapshot
Experiential value: conceptualization, measurement and application in the catalog and Internet shopping environment☆11☆This article is based upon the first author’s doctoral dissertation completed while at Georgia Institute of Technology.
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Toward a Theory of Intrinsically Motivating Instruction*
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Extending the TAM for a World-Wide-Web context
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Computer playfulness and anxiety: positive and negative mediators of the system experience effect on perceived ease of use
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Getting a purchase on AR
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Using Social Network Sites: The Effects of Playfulness, Critical Mass and Trust in a Hedonic Context
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Measuring the Involvement Construct
inferredcites →https://doi.org/10.1086/209376openalex-snapshot
Work and/or Fun: Measuring Hedonic and Utilitarian Shopping Value
inferredcites →https://doi.org/10.1093/pan/mpr057openalex-snapshot
Evaluating Online Labor Markets for Experimental Research: Amazon.com's Mechanical Turk
inferredcites →https://doi.org/10.1108/ijrdm-01-2013-0030openalex-snapshot
Gamification and the online retail experience
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Perceptions and practices of innovation in retailing
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An investigation into gamification as a customer engagement experience environment
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Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
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The Motivational Fabric of Gamified Idea Competitions: The Evaluation of Game Mechanics from a Longitudinal Perspective
inferredcites →https://doi.org/10.1111/caim.12124openalex-snapshot
The Ludic Drive as Innovation Driver: Introduction to the Gamification of Innovation
inferredcites →https://doi.org/10.1111/j.0011-7315.2004.02611.xopenalex-snapshot
Ability of Experience Design Elements to Elicit Emotions and Loyalty Behaviors
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Why co‐creation experience matters? Creative experience and its impact on the quantity and quality of creative contributions
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Customer Loyalty and the Elements of User Experience
inferredcites →https://doi.org/10.1145/1232743.1232769openalex-snapshot
Flow in games (and everything else)
inferredcites →https://doi.org/10.1145/2181037.2181040openalex-snapshot
From game design elements to gamefulness
inferredcites →https://doi.org/10.1145/2393132openalex-snapshot
Proceeding of the 16th International Academic MindTrek Conference
inferredcites →https://doi.org/10.1145/2393132.2393137openalex-snapshot
Defining gamification
inferredcites →https://doi.org/10.1177/109467050024001openalex-snapshot
Technology Readiness Index (Tri)
inferredcites →https://doi.org/10.1177/1094670515576315openalex-snapshot
Service Research Priorities in a Rapidly Changing Context
inferredcites →https://doi.org/10.1177/1555412006286892openalex-snapshot
Game Classification and Game Design
inferredcites →https://doi.org/10.1177/1745691610393980openalex-snapshot
Amazon's Mechanical Turk
inferredcites →https://doi.org/10.1177/2051570713505471openalex-snapshot
Consumption experience in retail environments: A literature review
inferredcites →https://doi.org/10.1287/mksc.19.1.22.15184openalex-snapshot
Measuring the Customer Experience in Online Environments: A Structural Modeling Approach
inferredcites →https://doi.org/10.1287/mnsc.46.2.186.11926openalex-snapshot
A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies
inferredcites →https://doi.org/10.1509/jmkg.2006.70.1.107openalex-snapshot
When Should a Retailer Create an Exciting Store Environment?
inferredcites →https://doi.org/10.1509/jmkr.44.3.357openalex-snapshot
Thinking inside the Box: Why Consumers Enjoy Constrained Creative Experiences
inferredcites →https://doi.org/10.2307/20650278openalex-snapshot
Out of Dedication or Constraint? A Dual Model of Post-Adoption Phenomena and its Empirical Test in the Context of Online Services1
inferredcites →https://doi.org/10.2307/2087716openalex-snapshot
Homo Ludens: A Study of the Play-Element in Culture.
inferredcites →https://doi.org/10.2307/2090095openalex-snapshot
Man, Play, and Games.
inferredcites →https://doi.org/10.2753/jec1086-4415180404openalex-snapshot
Fashion Shopping in Multichannel Retail: The Role of Technology in Enhancing the Customer Experience
inferredcites →https://doi.org/10.2753/joa0091-3367350410openalex-snapshot
The Effectiveness of "in-Game" Advertising: Comparing College Students' Explicit and Implicit Memory for Brand Names
inferredcites →https://doi.org/10.5555/2017410.2017416openalex-snapshot
Out of dedication or constraint? a dual model of post-adoption phenomena and its empirical test in the context of online services

What points at this work

Incoming claims: where this work appears in other papers’ reference lists and arguments.

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The Influence Mechanism of Gamified Interaction on User Immersion: An Empirical Study Based on Gamification of Mobile E-Commerce in China
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Enhancing Online Retail: How Branded Gamification Resonates with Gen Z Shoppers
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Brands are calling your AVATAR in Metaverse–A study to explore XR ‐based gamification marketing activities & consumer‐based brand equity in virtual world
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Modelling Critical Impeding Factors of Gamification Adoption: An ISM‐MICMAC Analysis
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Gamification in the Metaverse: Affordance, perceived value, flow state, and engagement
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Gamification's role in fostering user engagement with healthy food‐based digital content
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Toward a Smart Store
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How to Measure Customers’ Emotional Experience? A Short Review of Current Methods and a Call for Neurophysiological Approaches
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Fashion and Gamification
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A framework for ın-store technology ıntegratıon
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Beyond points and badges: Unveiling the impact of gamification in management studies
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Systematic review of digital value propositions in the retail sector: New approach for digital experience study
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Gamification on digital platform: A meta-analysis of affordance on behavior from value perspective
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Gamification and personality: Exploring the impact on consumer engagement and purchase intention
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Information management can’t be all fun and games, can it? How gamified experiences foster information exchange in multi-actor service ecosystems
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The impact of smart tourism technologies on engagement, experiences, and place attachment: A focused study with gamification as the moderator
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Gamified in-store mobile marketing: The mixed effect of gamified point-of-purchase advertising
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Change in technology-enabled omnichannel customer experiences in-store
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Branded app atmospherics: Examining the effect of pleasure–arousal–dominance in brand relationship building
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How does gamification improve user experience? An empirical investigation on the antecedences and consequences of user experience and its mediating role
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Gamification to avoid cognitive biases: An experiment of gamifying a forecasting course
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Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda
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How do gamification mechanics drive solvers’ Knowledge contribution? A study of collaborative knowledge crowdsourcing
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Gamification of mobile money payment for generating customer value in emerging economies: The social impact theory perspective
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Game on! A state-of-the-art overview of doing business with gamification
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Gamification of the point of sale using hybrid-reality games: Non-players' negative influence on players' service experience
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Gamification in OTA platforms: A mixed-methods research involving online shopping carnival
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The role of user participation and psychological distance in consumer brand attitudes in gamified marketing
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Consumer (brand) happiness of premium fashion brands and value consciousness: The case of clothing and footwear for Gen X and Gen Z as shoppers via digital platforms
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Motivating factors behind the public’s use of smart recycling systems: perceived playfulness and environmental concern
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When gamification backfires: the impact of perceived justice on online community contributions
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Reframing the adoption of in-store technologies: consumer-centric frameworks for value co-creation
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Architecting virtual storefronts: how in-game shops are designed to encourage consumption
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Customer Experience in Gamified Commercial Websites: The Impact of Game Difficulty and Gameplays
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Stimulating Suspense in Gamified Virtual Reality Sports: Effect on Flow, Fun, and Behavioral Intention
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Patronage Intention Towards Online Social Gaming Companies Linked to Cause-Related Marketing Donation: A Social Comparison Theory Perspective
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Toward Better Digital Advertising: The Role of the Anthropomorphic Virtual Agent
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From gameful affordances to lasting engagement: deepening customer-brand connections in mobile environments
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Impact of embedded AI mobile smart speech recognition on consumer attitudes towards AI and purchase intention across Generations X and Y
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Factors influencing acceptance of augmented reality in retail: insights from thematic analysis
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The influence of interactive window displays on expected shopping experience
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Uncovering the gamified customer experience in the retail environment
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Engaging shoppers through mobile apps: the role of gamification
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Gamified money: exploring the effectiveness of gamification in mobile payment adoption among the silver generation in China
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Optimizing gamification: unveiling customer preferences through neural network and conjoint analysis
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How does gameful experience foster customer engagement and brand advocacy? Consumer insights into branding in e-tail
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Tourist motivation to adopt smart hospitality: the impact of smartness and technology readiness
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A systematic mapping study on gamification applied to e-marketing
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Transformative gamification services for social behavior brand equity: a hierarchical model
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Gamification in the customer journey: a conceptual model and future research opportunities
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Gamification and customer experience: the mediating role of brand engagement in online grocery retailing
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Playing to win: the impact of gamified loyalty programs in grocery retail
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Gamification in banking: a review, synthesis and setting research agenda
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Is Gamification a Practical Solution for Increasing Repurchase Intention of Online Customers?
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Gratification Sought in Gamification on Mobile Payment
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A systematic literature review of gamification decision-making for online grocery shopping
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Assessing the validity of wearable technology as game input for exergames
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Exploring the Impact of Gamified Experiences on User Engagement in Fitness Apps: A GAMEFULQUEST Perspective
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Consumer responses toward smart technology: A systematic review, synthesis, and future research agenda
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Gamification-as-Innovation: A Review
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Understanding how educational gamification impacts users' behavior
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Game On: A Pilot Study of a Gamified Digital Learning Platform and Protocol
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A vaincre sans péril, on triomphe sans gloire ! L’effet de l’incertitude de gagner sur la qualité de l’expérience client durant les interactions gamifiées
inferred← citeshttps://doi.org/10.1177/07673701221124899openalex-snapshot
Repenser l’impact des technologies interactives sur l’expérience de distribution. Synthèse, approche conceptuelle et agenda de recherche
inferred← citeshttps://doi.org/10.1177/07673701241291483openalex-snapshot
« Le digital ? Il y a des choses bien et d’autres moins. . . » : Comprendre l’attitude ambivalente des acheteurs d’aliments locaux à l’égard des circuits courts alimentaires digitalisés avant et pendant le confinement de mars 2020
inferred← citeshttps://doi.org/10.1177/10946705231190873openalex-snapshot
Gamification Myopia: Satiation Effects in Gamified Activities
inferred← citeshttps://doi.org/10.1177/20515707221078210openalex-snapshot
No pain, no gain! The uncertainty-to-win effect on customer experience quality through gamified interaction
inferred← citeshttps://doi.org/10.1177/20515707221102684openalex-snapshot
Rethinking the impact of interactive technologies on the retailing experience: Synthesis, conceptual approach, and research agenda
inferred← citeshttps://doi.org/10.1177/20515707241305242openalex-snapshot
“Digital? There are some good things and some less so . . .”: Understanding the ambivalent attitude of local food shoppers toward digitalized short food supply chains before and during the March 2020 lockdown
inferred← citeshttps://doi.org/10.1186/s40691-024-00391-xopenalex-snapshot
Opportunities and challenges of smart technology for small independent fashion retailers: a reflexive thematic analysis using the technology-organization-environment framework
inferred← citeshttps://doi.org/10.1371/journal.pone.0331397openalex-snapshot
Do the interpersonal effects of gamified online destination websites better stimulate tourists’ travel intentions?
inferred← citeshttps://doi.org/10.14201/eks.26932openalex-snapshot
Can Gamification Help in Increasing Motivation, Engagement, and Satisfaction? A gamified experience in teaching CS to students from other disciplines
inferred← citeshttps://doi.org/10.1504/ijtmkt.2019.10023013openalex-snapshot
Augmented Reality: Fusing Consumers' Experiences and Interactions with Immersive Technologies in Physical Retail Settings
inferred← citeshttps://doi.org/10.1504/ijtmkt.2019.104592openalex-snapshot
Augmenting reality: fusing consumers' experiences and interactions with immersive technologies in physical retail settings
inferred← citeshttps://doi.org/10.15866/iremos.v11i5.15267openalex-snapshot
Gamification Procedure Based on Real-Time Multibody Simulation
inferred← citeshttps://doi.org/10.15869/itobiad.956554openalex-snapshot
Kabul Arzusu Aracılığında Oyun Deneyiminin Örgütsel Öğrenme Kapasitesine Etkisi
inferred← citeshttps://doi.org/10.17586/2587-8557-2019-3-53-66openalex-snapshot
Технологии геймификации в городском развитии: исследование контекстов и трендов
inferred← citeshttps://doi.org/10.17705/1thci.00088openalex-snapshot
Conceptual Modeling in Human Resource Management: A Design Research Approach
inferred← citeshttps://doi.org/10.17705/1thci.00188openalex-snapshot
Understanding Fitness App Users’ Loyalty and Word of Mouth through Gameful Experience and Flow Theory
inferred← citeshttps://doi.org/10.18070/erciyesiibd.1284086openalex-snapshot
AKILLI PERAKENDECİLİK: KAVRAMSAL ÇERÇEVE, BİLEŞENLER VE ZORLUKLAR
inferred← citeshttps://doi.org/10.18267/j.aip.221openalex-snapshot
Consumer Behaviour in Gamified Environment: A Bibliometric and Systematic Literature Review in Business and Management Area
inferred← citeshttps://doi.org/10.20311/stat2024.04.hu0344openalex-snapshot
Az UTAUT2-modell alkalmazása a kassza nélküli technológiák felhasználói elfogadásának vizsgálatában magyar egyetemista hallgatók körében
inferred← citeshttps://doi.org/10.20473/jisebi.9.1.28-37openalex-snapshot
Trends and Applications of Gamification in E-Commerce: A Systematic Literature Review
inferred← citeshttps://doi.org/10.20491/isarder.2024.1849openalex-snapshot
Akıllı Müşteri Deneyimi Ölçeği: Türkçeye Uyarlama, Geçerlik ve Güvenirlik Çalışması (Smart Customer Experience Scale: Adaptation to Turkish, Validity and Reliability Study)
inferred← citeshttps://doi.org/10.2139/ssrn.5206819openalex-snapshot
At Your Fingertips: Does Augmented Reality Gestures Reveal Product-Related Emotion?
inferred← citeshttps://doi.org/10.21608/ajccr.2021.211511openalex-snapshot
Investigating the Effect of Gamification on Website Features in E-Banking Sector: An Empirical Research
inferred← citeshttps://doi.org/10.21608/mosj.2021.173337openalex-snapshot
The Impact of Gamification on Customer Experience in E-Banking Sector: A Conceptual Paper
inferred← citeshttps://doi.org/10.23887/ijssb.v9i4.73823openalex-snapshot
Marketing Through Play: Integrating Gamification and User Experience to Drive e-Commerce Engagement and Loyalty
inferred← citeshttps://doi.org/10.2478/ejthr-2021-0001openalex-snapshot
Augmented Reality in Shopping Tourism: Boosting Tourism Development Through Innovation in Barcelona
inferred← citeshttps://doi.org/10.29086/978-0-9869937-4-9/2023/aasbs13/4openalex-snapshot
Sharpening the DIgital Platform
inferred← citeshttps://doi.org/10.2991/aebmr.k.211226.003openalex-snapshot
E-Commerce Gamification: The Effect of gameful Experience (Gamex) and Game Design on The Self-brand Connection
inferred← citeshttps://doi.org/10.30844/wi_2020_r5-hermesopenalex-snapshot
The Nature of Customer Experience and its Determinants in the Retail Context: Literature Review
inferred← citeshttps://doi.org/10.3389/fpsyg.2020.581200openalex-snapshot
Enhancing Consumer Online Purchase Intention Through Gamification in China: Perspective of Cognitive Evaluation Theory
inferred← citeshttps://doi.org/10.3390/bs14121226openalex-snapshot
How Does Gamification Improve Purchase Intention? Through the Lens of Perceived Brand Coolness and Time Poverty
inferred← citeshttps://doi.org/10.3390/info12090345openalex-snapshot
Gamification for Brand Value Co-Creation: A Systematic Literature Review
inferred← citeshttps://doi.org/10.3390/info17090848openalex-snapshot
Gamification in E-Commerce—Conversion Rates and Shopping Cart Abandonments
inferred← citeshttps://doi.org/10.34023/2313-6383-2019-26-11-18-35openalex-snapshot
Effects of Influence of Economic and Technological Development of IT Segment on Digital Transformation of Retail Trade
inferred← citeshttps://doi.org/10.3846/btp.2020.11864openalex-snapshot
GAMIFICATION IN FOR-PROFIT ORGANISATIONS: A MAPPING STUDY
inferred← citeshttps://doi.org/10.3917/dunod.delac.2021.01.0269openalex-snapshot
Chapitre 9. Les analyses de variance univariée et multivariée
inferred← citeshttps://doi.org/10.3990/1.9789036552462openalex-snapshot
Value co-creation in multi-actor ecosystems
inferred← citeshttps://doi.org/10.4018/978-1-7998-7192-7.ch015openalex-snapshot
Intelligent Customer Experience in a Connected Commerce Environment
inferred← citeshttps://doi.org/10.4018/978-1-7998-9223-6.ch007openalex-snapshot
Gamification in Marketing
inferred← citeshttps://doi.org/10.4018/979-8-3693-2973-3.ch013openalex-snapshot
Gamification of Learning to Boost Students' Motivation and Study Engagement
inferred← citeshttps://doi.org/10.4018/ijgbl.294014openalex-snapshot
Implementing Gamified Teaching
inferred← citeshttps://doi.org/10.47067/ramss.v6i2.322openalex-snapshot
An Empirical Analysis of Non-Immersive Virtual Reality on Behavioral Intentions: Moderating Role of Openness to Experience
inferred← citeshttps://doi.org/10.47233/jsit.v2i3.353openalex-snapshot
The Benefits of Gamification on User Experience: A Systematic Literature Review
inferred← citeshttps://doi.org/10.52783/eel.v15i2.3211openalex-snapshot
Examining the impact of Gamified Advertisement on Green Buying Behaviour of Generation Z in India.
inferred← citeshttps://doi.org/10.54598/005410openalex-snapshot
The Experiential Retail Phenomenon: a Quality Analysis and Perceptual Disparities Among Customers in the Adoption of Hungarian SMEs Retail
inferred← citeshttps://doi.org/10.5850/jksct.2023.47.3.560openalex-snapshot
지각된 아바타 패션 스타일링 게임 어포던스가 메타버스 인게이지먼트 행동 의도에 미치는 영향
inferred← citeshttps://doi.org/10.70675/079c6dabz2836z4b58zac81z103b8979344bopenalex-snapshot
Les dynamiques de gamification dans le cadre du crowdsourcing : rôle du feedback sur l’engagement du consommateur envers la plateforme et l’activité de co-creation
inferred← citeshttps://doi.org/10.70675/1ef65717zcee9z4540z8cedz6d63ef24051fopenalex-snapshot
L'interactivité des technologies en magasin : essai de définition et étude de l'impact sur la relation consommateur-vendeur ?
inferred← citeshttps://doi.org/10.70675/6a2a49cfzc045z4797z9257zb002d46505edopenalex-snapshot
L'effet de la technologie d'image interactive sur l'expérience des consommateurs : le cas des sites web hôteliers : L'effet médiateur de la perception de l'interactivité
inferred← citeshttps://doi.org/10.70675/9a35f338z1128z4504z92daz7f8cdb765f9bopenalex-snapshot
Understanding Customer’s Journey of Interaction with ISTs and Service Robots in-store
inferred← citeshttps://doi.org/10.70675/9ef8204azada9z4070zaf98z2eff5e638b12openalex-snapshot
L’effet de l’expérience connectée sur les réponses comportementales du client : intentions de fidélité et consentement à payer
inferred← citeshttps://doi.org/10.70675/a36ebeabzc08dz46c9zbe59z37fa59e0c65copenalex-snapshot
Comment engager des utilisateurs à changer leurs comportements alimentaires ? : augmenter leur empowerment grâce à la gamification
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