Open Access
Issue
SHS Web Conf.
Volume 148, 2022
The 2nd International Conference on Public Relations and Social Sciences (ICPRSS 2022)
Article Number 03036
Number of page(s) 11
Section Public Relations and Gender Equality Analysis
DOI https://doi.org/10.1051/shsconf/202214803036
Published online 31 October 2022
  1. Abou-Shouk, M. and M. Soliman (2021). “The impact of gamification adoption intention on brand awareness and loyalty in tourism: The mediating effect of customer engagement.” Journal of Destination Marketing & Management 20(2): 100559. [CrossRef] [Google Scholar]
  2. Aldemir, T., B. Celik and G. Kaplan (2018). “A qualitative investigation of student perceptions of game elements in a gamified course.” Computers in Human Behavior 78: 235-254. [CrossRef] [Google Scholar]
  3. Babin, B. J., W. R. Darden and G. Mitch (1994). “Work and/or Fun: Measuring Hedonic and Utilitarian Shopping Value.” Journal of Consumer Research (4): 644-656. [CrossRef] [Google Scholar]
  4. Bagozzi, R. P. and Y. Yi (1988). “On the Evaluation of Structural Equation Models.” Journal of the Academy of Marketing Science 16(1): 74-94. [CrossRef] [Google Scholar]
  5. Buhalis, D. and M. Foerste (2015). “SoCoMo marketing for travel and tourism: Empowering co-creation of value.” Journal of Destination Marketing & Management 4(3): 151-161. [CrossRef] [Google Scholar]
  6. Chaffey, D., & Ellis-Chadwick (2012). “Digital marketing, strategy, implementation and practice (5th ed.).” [Google Scholar]
  7. Chatman, J. A. and S. G. Barsade (1995). “Personality, Organizational Culture, and Cooperation: Evidence from a Business Simulation.” Administrative Science Quarterly 40: 423-443. [CrossRef] [Google Scholar]
  8. Coote, L. V., E. Price and A. Ackfeldt (2004). “An investigation into the antecedents of goal congruence in retail-service settings.” Journal of Services Marketing 18(7): 547-559. [CrossRef] [Google Scholar]
  9. Cruz, C., M. D. Hanus and J. Fox (2017). “The need to achieve: Players’ perceptions and uses of extrinsic meta-game reward systems for video game consoles.” Computers in Human Behavior 71: 516-524. [CrossRef] [Google Scholar]
  10. Deci, E. L. and R. M. Ryan (1990). “A Motivational Approach to Self: Integration in Personality.” Nebraska Symposium on Motivation. Nebraska Symposium on Motivation 38: 237-288. [Google Scholar]
  11. Deterding, S., D. Dixon, R. Khaled and L. Nacke (2011). From Game Design Elements to Gamefulness: Defining “Gamification”. International Academic Mindtrek Conference: Envisioning Future Media Environments. [Google Scholar]
  12. Erb, U. (2008). “The Art of Game Design: A Book of Lenses.” [Google Scholar]
  13. Erdogan, B., M. L. Kraimer and R. C. Liden (2004). “Work Value Congruence and Intrinsic Career Success: The Compensatory Roles of LeaderMember Exchange and Perceived Organizational Support.” Personnel Psychology 57(2): 305-332. [CrossRef] [Google Scholar]
  14. Esteves, J., K. Valogianni and A. Greenhill (2021). “Online social games: The effect of social comparison elements on continuance behaviour.” Information & Management 58(4): 103-452. [Google Scholar]
  15. Feng, Y., H. Jonathan Ye, Y. Yu, C. Yang and T. Cui (2018). “Gamification artifacts and crowdsourcing participation: Examining the mediating role of intrinsic motivations.” Computers in Human Behavior 81: 124-136. [CrossRef] [Google Scholar]
  16. Gagné, M. and E. L. Deci (2005). “Self-determination theory and work motivation.” Journal of Organizational Behavior 26(4): 331-362. [CrossRef] [Google Scholar]
  17. Gong, X., K. Z. K. Zhang, C. M. K. Cheung, C. Chen and M. K. O. Lee (2019). “Alone or together? Exploring the role of desire for online group gaming in players’ social game addiction.” Information & Management 56(6). [Google Scholar]
  18. Haerens, L., D. Kirk, G. Cardon, I. D. Bourdeaudhuij and M. Vansteenkiste (2010). “Motivational profiles for secondary school physical education and its relationship to the adoption of a physically active lifestyle among university students.” Financial Analysts Journal 29(2): 24-85. [Google Scholar]
  19. Hamari, J. and J. Koivisto (2013). Social motivations to use gamification: An empirical study of gamifying exercise. Proceedings of the 21st European Conference on Information Systems. [Google Scholar]
  20. Hassan, L., A. Dias and J. Hamari (2019). “How motivational feedback increases user’s benefits and continued use: A study on gamification, quantifiedself and social networking.” International Journal of Information Management 46: 151-162. [CrossRef] [Google Scholar]
  21. Hsiao, C.-H. and K.-Y. Tang (2021). “Who captures whom – Pokémon or tourists? A perspective of the Stimulus-Organism-Response model.” International Journal of Information Management 61: 102312. [CrossRef] [Google Scholar]
  22. Hsu, C. L. and M. C. Chen (2018). “How does gamification improve user experience? An empirical investigation on the antecedences and consequences of user experience and its mediating role.” Technological Forecasting and Social Change: 118129. [Google Scholar]
  23. Hwang, J. and L. Choi (2020). “Having fun while receiving rewards?: Exploration of gamification in loyalty programs for consumer loyalty.” [Google Scholar]
  24. Iii, C. A. O. R. and C. D. F. Caldwell (1991). “People and Organizational Culture: A Profile Comparison Approach to Assessing Person-Organization Fit.” Academy of Management Journal 34(3): 487-516. [Google Scholar]
  25. Jahn, K., B. Kordyaka, A. Machulska, T. J. Eiler, A. Gruenewald, T. Klucken, R. Brueck, C. F. Gethmann and B. Niehaves (2021). “Individualized gamification elements: The impact of avatar and feedback design on reuse intention.” Computers in Human Behavior 119. [Google Scholar]
  26. Jang, S., P. J. Kitchen and J. Kim (2018). “The effects of gamified customer benefits and characteristics on behavioral engagement and purchase: Evidence from mobile exercise application uses.” Journal of Business Research 92: 250-259. [CrossRef] [Google Scholar]
  27. Jl, A., B. Xd and C. Yg “Examining knowledge contribution in firmversus consumer-hosted virtual brand community ScienceDirect.” Electronic Commerce Research and Applications 41. [Google Scholar]
  28. Kang, N., D. Ding, M. B. V. Riemsdijk, N. Morina, M. A. Neerincx and W. P. Brinkman “Self-identification with a Virtual Experience and Its Moderating Effect on Self-efficacy and Presence.” [Google Scholar]
  29. Kasurinen, J. and A. Knutas (2018). “Publication trends in gamification: A systematic mapping study.” Computer Science Review 27(FEB.): 33-44. [CrossRef] [Google Scholar]
  30. Lee, M. K. O., N. Shi, C. M. K. Cheung, K. H. Lim and C. L. Sia (2011). “Consumer’s decision to shop online: The moderating role of positive informational social influence.” Information & Management 48(6): 185-191. [CrossRef] [Google Scholar]
  31. Lee, R. P. B. a. K.-H. (2014). “Multiple Routes for Social Influence: The Role of Compliance, Internalization, and Social Identity.” Social Psychology Quarterly 65: 226-247. [Google Scholar]
  32. Lepper, M. R. and D. Greene (1978). “The Hidden Costs of Reward.” [Google Scholar]
  33. Liao, J., X. Dong and Y. Guo (2020). “Examining knowledge contribution in firmversus consumerhosted virtual brand community.” Electronic Commerce Research and Applications 41. [Google Scholar]
  34. Lin, Z. A., S. A. Zhen, B. Xl and A. Yf (2020). “Gamification and online impulse buying: The moderating effect of gender and age ScienceDirect.” International Journal of Information Management 61(1): 102267. [Google Scholar]
  35. Liu, C.-R., Y.-C. Wang, W.-S. Huang and W.-C. Tang (2019). “Festival gamification: Conceptualization and scale development.” Tourism Management 74: 370-381. [CrossRef] [Google Scholar]
  36. Liu, C. R., Y. C. Wang, W. S. Huang and W. C. Tang (2019). “Festival gamification: Conceptualization and scale development.” Tourism Management 74: 370381. [CrossRef] [Google Scholar]
  37. Mekler, E. D., F. Brithlmann, A. N. Tuch and K. Opwis (2017). “Towards understanding the effects of individual gamification elements on intrinsic motivation and performance.” Computers in Human Behavior 71(JUN.): 525-534. [CrossRef] [Google Scholar]
  38. Neys, J. L. D., J. Jansz and E. S. H. Tan (2014). “Exploring persistence in gaming: The role of selfdetermination and social identity.” Computers in Human Behavior 37: 196-209. [CrossRef] [Google Scholar]
  39. Nikou, S. A. and A. A. Economides (2017). “MobileBased Assessment: Integrating acceptance and motivational factors into a combined model of SelfDetermination Theory and Technology Acceptance.” Computers in Human Behavior 68: 83-95. [CrossRef] [Google Scholar]
  40. None (1972). “The attraction paradigm: Byrne, Donn. New York: Academic Press, 1971, xi + 474 Pp. $17.50.” 3(2): 337-338. [Google Scholar]
  41. Nunnally, J. C., & Bernstein, I. H (1994). “Psychometric theory. New York: McGraw-Hill.” [Google Scholar]
  42. Raban, Daphne and Ruth (2017). “Conversation as a source of satisfaction and continuance in a questionand-answer site.” European Journal of Information Systems: 427-437. [Google Scholar]
  43. Reynolds, A. (2003). “Hedonic shopping motivations.” Journal of Retailing: 77-95. [Google Scholar]
  44. Roca, J. C., C.-M. Chiu and F. J. Martínez (2006). “Understanding e-learning continuance intention: An extension of the Technology Acceptance Model.” International Journal of Human-Computer Studies 64(8): 683-696. [CrossRef] [Google Scholar]
  45. Ryan, R. M. and E. L. Deci (2000). “Selfdetermination theory and the facilitation of intrinsic motivation, social development, and well-being.” Am Psychol 55(1): 68-78. [CrossRef] [Google Scholar]
  46. Ryan, R. M. and E. L. Deci (2017). “SelfDetermination Theory: Basic Psychological Needs in Motivation, Development, and Wellness.” 412-413. [Google Scholar]
  47. Schuckert, M., X. Liu and R. Law (2015). “Stars, Votes, and Badges: How Online Badges Affect Hotel Reviewers.” Journal of Travel & Tourism Marketing 33(4): 440-452. [Google Scholar]
  48. Shi, S., W. K. S. Leung and F. Munelli (2022). “Gamification in OTA platforms: A mixed-methods research involving online shopping carnival.” Tourism Management 88(3): 104426. [CrossRef] [Google Scholar]
  49. Stewart, G. B., E. Appelbaum, M. Beet, A. M. Lebby, T. M. Amabile, J. Mcadams, L. D. Kozlowski, G. F. Baker and D. S. Wolters (1993). “Rethinkinq Rewards: What role if any should incentives play in the workplace?” 71: 44-45. [Google Scholar]
  50. Suits B (1967). “What is a game?” Philosophy of Science 34(2): 148-156. [CrossRef] [Google Scholar]
  51. Wang, X., X. Lin and M. K. Spencer (2019). “Exploring the effects of extrinsic motivation on consumer behaviors in social commerce: Revealing consumers’ perceptions of social commerce benefits.” International Journal of Information Management 45(APR.): 163-175. [CrossRef] [Google Scholar]
  52. Werbach, K. and H. Dan (2012). For the Win: How Game Thinking can Revolutionize your Business. Philadelpha, PA: wharton digital press. [Google Scholar]
  53. Werbach, K. and D. Hunter (2015). “The Gamification Toolkit Dynamics, Mechanics, and Components for the Win.” Philadelphia: Wharton Digital Press: 46. [Google Scholar]
  54. WTM ( 2011). “ World travel market global trends eport.” http://www.euromonitor. [Google Scholar]
  55. Xu, F., D. Buhalis and J. Weber (2017). “Serious games and the gamification of tourism.” Tourism Management 60(jun.): 244-256. [CrossRef] [Google Scholar]
  56. Xu, Y., N. Z. Zhang, Q. D. Tan, J. Chen, J. Lu, Q. M. Xu and X. Q. Zhu (2014). “Evaluation of immunoefficacy of a novel DNA vaccine encoding Toxoplasma gondii rhoptry protein 38 (TgROP38) against chronic toxoplasmosis in a murine model.” BMC Infectious Diseases 14(1): 525. [CrossRef] [Google Scholar]
  57. Zhang, L., Z. Shao, X. Li and Y. Feng (2021). “Gamification and online impulse buying: The moderating effect of gender and age.” International Journal of Information Management 61(1): 102267. [CrossRef] [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.