Behl, Abhishek and Zhang, Justin Zuopeng (2021) Guest editorial. Young Consumers, 22 (3). pp. 321-327. ISSN 17473616
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Abstract
Gamification refers to enhancing a service with game experience affordances to support the creation of overall value for the customer (Huotari and Hamari, 2016). It represents a shift away from the outdated belief that pecuniary incentives (e.g. cash and gifts) and instrumental motivations (e.g. knowledge-seeking) are the only options worth thinking about (Deterding, 2012).
Item Type: | Article |
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Keywords: | Human-computer interaction | Gamification | |
Subjects: | Social Sciences and humanities > Business, Management and Accounting > Management Information Systems Social Sciences and humanities > Business, Management and Accounting > Marketing Physical, Life and Health Sciences > Computer Science |
JGU School/Centre: | Jindal Global Business School |
Depositing User: | Mr. Syed Anas |
Date Deposited: | 28 Nov 2021 12:46 |
Last Modified: | 09 Jan 2022 12:02 |
Official URL: | https://doi.org/10.1108/YC-08-2021-998 |
Additional Information: | Guest editorial: special issue on “Gamifying human computer interaction for young consumers” |
URI: | https://pure.jgu.edu.in/id/eprint/92 |
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