Open Access
Issue
SHS Web of Conf.
Volume 90, 2021
International Conference on Entrepreneurial Competencies in a Changing World (ECCW 2020)
Article Number 01005
Number of page(s) 8
Section Stabilization and Development of SMEs in Rural Areas
DOI https://doi.org/10.1051/shsconf/20219001005
Published online 07 January 2021
  1. F. Groh, Gamification: State of the Art – Definition and Utilization. In M. Asaj, et al., Proceedings of the 4th Seminar on Research Trends in Media Informatics. 39–46 (2012) [Google Scholar]
  2. J. Simoes, Using Gamification to Improve Participation in a Social Learning Environment. In I. Buchem,et al., Proceedings of The PLE Conference 2013: Learning and Diversity in the Cities of the Future. 167–184 (2013) [Google Scholar]
  3. I. Koksal, Video Gaming Industry & Its Revenue Shift [online]. Available at: https://www.forbes.com/sites/ilkerkoksal/2019/11/08/video-gaming-industry–its-revenue-shift/#46336bdd663e (2019) [Google Scholar]
  4. A. Holst, Wearable technology - Statistics & Facts [online]. Available at: https://www.statista.com/topics/1556/wearable-technology/(2020) [Google Scholar]
  5. R. Rawassizadeh, E. Momeni, C. Dobbins, P., Mirza-Babaei, R. Rahnamoun, Lesson Learned from Collecting Quantified Self Information via Mobile and Wearable Device. Journal of Sensor and Actuator Networks. 4(4), 315–335 (2015) [CrossRef] [Google Scholar]
  6. S. Deterding, D. Dixon, R. N. Khaled, L. Nacke, From Game Design Elements To Gamefulness: Defining “Gamification”. In A. Lugmayr et al., Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environment. 9–15 (2011) [Google Scholar]
  7. E. Plessis, Jak zákazník vnímá značku: Nahlédněte s pomocí neurovědy do hlav spotřebitelů [How the customer perceives the brand: With the help of neuroscience, look into the heads of consumers]. Brno: Computer Press (2011) [Google Scholar]
  8. I. Kuo, Gigya’s Social Gamification Boosts Content Discovery by 68% [online]. Available at: https://www.gamification.co/2013/03/28/gigya-boosts-content-discovery/(2013) [Google Scholar]
  9. D. Zadákov, Trendy na sociálních sítích v roce 2019. Co by vám nemělo uniknout? [Trends on social networks in 2019. What should you not miss?] [online]. Available at: https://www.evisions.cz/blog-2018-11-12-trendy-na-socialnich-sitich-v-roce-2019-co-by-vam-nemelo-uniknout/(2018) [Google Scholar]
  10. Z. Zéman, A. Bogdan, Marketing strategy and building brand value on the Hungarian market. Ekonomicko-manazerske spectrum. 13(2), 1–9 (2019) [CrossRef] [Google Scholar]
  11. J. Hamari, Transforming Homo Economicus into Homo Ludens: A Field Experiment on Gamification in a Utilitarian Peer-To-Peer Trading Service. Electronic Commerce Research and Applications. 12(4), 236–245 (2013) [CrossRef] [Google Scholar]
  12. S. Lounis, X. Neratzouli, K. Pramatari, Can Gamification Increase Consumer Engagement? A Qualitative Approach on a Green Case. In: C. Douligeris, et al., Proceedings of Conference on e-Business, e-Services and e-Society. 200–212 (2013) [Google Scholar]
  13. W. Sroka, J. Cygler, B. Gajdzik, The Transfer of Knowledge in Intra-Organizational Networks: A Case Study Analysis. Organizacija, 47(1), 24–34 (2014) [CrossRef] [Google Scholar]
  14. A. Domańska, Cooperation between knowledge-based institutions and business: empirical studies and network theories. Forum Scientiae Oeconomia. 6(4), 81–94 (2018) [Google Scholar]
  15. L. Lizbetinova, P. Starchon, S. Lorincova, D. Weberova, P. Prusa, Application of Cluster Analysis in Marketing Communications in Small and Medium-Sized Enterprises: An Empirical Study in the Slovak Republic. Sustainability. 11(8), 2302 (2019) [CrossRef] [Google Scholar]
  16. L. Lizbetinova, P. Starchon, D. Weberova, E., Nedeliakova, M. Jurikova, The Approach of SMEs to Using the Customer Databases and CRM: Empirical Study in the Slovak Republic. Sustainability. 12(1), 227 (2020) [CrossRef] [Google Scholar]
  17. H. Palus, H. Matova, A. Krizanova, J. Parobek, A survey of awareness of forest certification schemes labels on wood and paper products. Acta facultatis xylologiae Zvolen. 56(1), 129–138 (2014) [Google Scholar]
  18. J. Kliestikova, K. Janoskova, Branding with understanding: how national profile of consumer influences brand value perception. Marketing and management of innovations. (3), 149–157 (2017) [CrossRef] [Google Scholar]
  19. B. Burke, Gamify: How gamification motivates people to do extraordinary things. Brookline, MA: Biblomotion. (2014) [Google Scholar]
  20. N. Shauchenka, Gamification. In: A. Ternes, I. Towers, Internationale Trends in der Markenkommunikation. Wiesbaden: Springer Fachmedien, 33–50 (2014) [CrossRef] [Google Scholar]
  21. G. Zichermann, C. Cunningham, Gamification by design: Implementing game mechanics in web and mobile apps. Sebastopol: O’Reilly Media (2011) [Google Scholar]
  22. E. Alani, S. Kamarudin, L. Alrubaiee, R. Tavakoli, A model of the relationship between strategic orientation and product innovation under the mediating effect of customer knowledge management. Journal of International Studies. 12(3), 232–242 (2019) [CrossRef] [Google Scholar]
  23. J. Kliestikova, A. Krizanova, T. Corejova, P. Kral, E. Spuchlakova, Subsidies to Increase Remote Pollution? Science and Engineering Ethics. 24(2), 755–767 (2018) [CrossRef] [Google Scholar]
  24. S. Graessley, J. Horak, M. Kovacova, K. Valaskova, M. Poliak, Consumer Attitudes and Behaviors in the Technology-Driven Sharing Economy: Motivations for Participating in Collaborative Consumption. Journal of Self-Governance and Management Economics. 7(1), 25–30 (2019) [Google Scholar]
  25. E. Princes, Boosting impulse buying behaviour in marketing management: customer satisfaction perspective. Polish Journal of Management Studies. 20(2), 403–413 (2019) [Google Scholar]
  26. D. Chaffey, F. Ellis-Chadwick, Digital Marketing. Strategy, implementation and practice. Pearson Education Limited (2016) [Google Scholar]
  27. A. Krizanova, J. Majerova, T. Kliestik, P. Majercak, Theoretical Aspects of Brand Building in Seafood Industry. Naše More. 60(5–6), 105–112 (2013) [Google Scholar]
  28. A. Asquer, Not Just Videogames: Gamification and its Potential Application to Public Services [online]. Digital Public Administration and E-Government in Developing Nations: Policy and Practice. 146–165 Available at: https://papers.ssrn.com/sol3/papers.cfm?abstract_id=2429345 (2014) [Google Scholar]
  29. M. Koch, F. Ott, S. Oertelt, Gamification von Business Software – Steigerung von Motivation und Partizipation [Gamification of business software - increasing motivation and participation]. Neubiberg: Universität der Bundeswehr München (2013) [Google Scholar]
  30. M. Heidt, Gamification: Grundlagen der Implementierung spieltypischer Elemente Wirtschaftskontext [Gamification: Basics of the implementation of game-typical elements Economic context]. Saarbrücken: AV Akademikerverlag (2012) [Google Scholar]
  31. M. Krstić, N. Pavlović, Behavioral Economics: New Dimension in Understanding the Real Economic Behavior. In Akkucuk, U., Handbook of Research on Sustainable Supply Chain Management for the Global Economy. Hershey: IGI Global, 281–298 (2020) [Google Scholar]
  32. D. K. Richards, M. R. Matthew, A. C. Field, Profiles of motivations for responsible drinking among college students: A self-determination theory perspective. Addictive Behaviors. 111, 106550 (2020) [CrossRef] [Google Scholar]
  33. H. Lee, Intrinsic and extrinsic motivations affecting impulse-buying tendency in mobile shopping. Social Behavior and Personality. 46(4), 683–694 (2018) [CrossRef] [Google Scholar]
  34. N. Miura, H. C. Tanabe, A. T. Sasaki, Neural evidence fort the intrinsic value of action as motivation for behavior. Neuroscience. 352, 190–203 (2017) [CrossRef] [Google Scholar]
  35. R. M. Ryan, E. L. Deci, Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist. 55(1), 68–78 (2000) [CrossRef] [PubMed] [Google Scholar]
  36. D. Dicheva, C. Dichev, G. Agre, G. Angelova, Gamification in Education: A Systematic Mapping Study. Journal of Educational Technology & Society. 18(3), 75–88 (2015) [Google Scholar]
  37. G. Richter, D. R. Raban, S. Rafaeli, Studying Gamification: The Effect of Rewards and Incentives on Motivation. In: T. Reiners, L. C. Wood, Gamification in Education and Business. Cham: Springer International Publishing, 21–46 (2015) [Google Scholar]
  38. R. M. Ryan, C. S. Rigby, A. Przybylski, The Motivational Pull of Video Games: A Self-Determination Theory Approach. Motivation and Emotion. 30(4), 344–360 (2006) [CrossRef] [Google Scholar]
  39. J. Majerova, Analysis of Slovak Consumer’s Perception of the Green Marketing Activities. In C. Bektas, Proceedings of the World Conference on Business, Economics and Management (WCBEM). 553–560 (2015) [Google Scholar]
  40. D. Moravcikova, A. Krizanova, J. Kliestikova, Green Marketing as the Source of the Competitive Advantage of the Business. Sustainability. 9(12), 2218 (2017) [CrossRef] [Google Scholar]
  41. K. Valaskova, J. Kliestikova, A. Krizanova, Consumer Perception of Private Label Products: An Empirical Research. Journal of Competitiveness. 10(3), 149–163 (2018) [CrossRef] [Google Scholar]
  42. S. Deterding, Gamification: Designing For Motivation. Interactions. 19(4), 14–17 (2012) [CrossRef] [Google Scholar]
  43. K. Murray, S. Bellman, Playing Games Efficiently: Hedonic Learning and Loyalty. In: G. J. Fitzsimons, V. Moritz, M. N. Duluth. Advances in Consumer Research. MN: Association for Consumer Research, 247–248 (2007) [Google Scholar]
  44. J. C. Siemens, S. Smith, D. Fisher, A. Thyroff, G. Killian, Level Up! The Role of Progress Feedback Type for Encouraging Intrinsic Motivation and Positive Brand Attitudes in Public versus Private Gaming Contexts. Journal of Interactive Marketing. 32, 1–12 (2015) [CrossRef] [Google Scholar]
  45. P. Kotler, K. L. Keller, Marketing Management. Hoboken: Pearson Education (2009) [Google Scholar]
  46. D. Dalgleish, Beginning Pivot Tables in Excel 2007. New York: Apress (2007) [CrossRef] [Google Scholar]
  47. D. P. Mackinnon, Introduction to Statistical Mediation Analysis. Abingdon: Routlege (2008) [Google Scholar]
  48. CSDT, Intrinsic Motivation Inventory [online]. Available at: https://selfdeterminationtheory.org/intrinsic-motivation-inventory/ [Google Scholar]
  49. K. J. Preacher, A. F. Hayes, Asymptotic and resampling strategies for assessing and comparing indirect effects in multiple mediator models. Behavior Research Methods. 40(3), 879–891 (2008) [CrossRef] [Google Scholar]
  50. C. S. Rigby, Intrinsic and Extrinsic Player Motivation: Implications for Design and Player Retention. [online]. Celebration, FL: Scott Rigby Immersyve Inc. Available at: https://www.gdcvault.com/play/1015568/Intrinsic-and-Extrinsic-Player-Motivation (2012) [Google Scholar]
  51. E. L. Deci, R. M. Ryan, Handbook of self-determination research. Rochester, NY: The University of Rochester Press (2004) [Google Scholar]
  52. F. Rheinber, R. Vollmeyer, S. Engeser, Die Erfassung des Flow-Erlebens. In: J. Stiensmeier-Pelster, F. Rheinberg. Diagnostik von Motivation und Selstkonzept [Diagnostics of motivation and self-concept]. 261–280 (2003) [Google Scholar]
  53. J. Hendl, J. Remr, Metody výzkumu a evaluace [Research and evaluation methods]. Praha: Portál (2017) [Google Scholar]

Current usage metrics show cumulative count of Article Views (full-text article views including HTML views, PDF and ePub downloads, according to the available data) and Abstracts Views on Vision4Press platform.

Data correspond to usage on the plateform after 2015. The current usage metrics is available 48-96 hours after online publication and is updated daily on week days.

Initial download of the metrics may take a while.