Guest editorial

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 It represents a shift away from the outdated belief that pecuniary incentives (e.g. cash and gifts) and instrumental motivations (e.g. knowledge-seeking) are the only options worth thinking about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
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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