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  1. Gamification and customer experience in online retail: a qualitative study focusing on ethical perspective. Sheetal, Rimjim Tyagi & Gursimranjit Singh - 2022 - Asian Journal of Business Ethics 12 (1):49-69.
    This paper aims to investigate the effect of gamification in engaging and motivating consumers for online shopping and also the use of gamification to enhance sales. Moreover, this study has also explored the ethical concerns in gamified marketing. This is a qualitative study to investigate the effect of gamification during online shopping and the ethical issues involved in gamified marketing. Semi-structured interviews with ten gamification experts are conducted and analyzed through NVivo. The themes that emerged from qualitative analysis are the (...)
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  • Effects of Service Recovery Expectation and Recovery Justice on Customer Citizenship Behavior in the E-Retailing Context.Tingting Zhu, Beilei Liu, Mengmeng Song & Jinnan Wu - 2021 - Frontiers in Psychology 12.
    Customer citizenship behavior in the online shopping environment is vital to the success of e-retailers. However, it is unclear whether and how service recovery expectation and recovery justice predict customer citizenship behavior in e-retailing settings. Grounded on the expectation confirmation theory and social exchange theory, this study examined the influence of service recovery expectation and recovery justice on customer citizenship behavior with a serial mediation of recovery expectation confirmation and post-recovery satisfaction. A total of 774 samples from e-shoppers with most (...)
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  • Cultural Entertainment Consumption and Empathy Communication Mechanism.Wenming Zhang - 2022 - Frontiers in Psychology 13.
    The economic and cultural effects of sports films have attracted close attention from academia as well as the industry. In this paper, two sub-studies were conducted to explore the empathy mechanism performance of the interest-related community in sports films. In Study 1, the film Lead was applied as an example and used network text analysis to analyze the discourse characteristics and structure of its interest-related community to grasp the practice regularities. More specifically, the results in Study 1 show that the (...)
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  • Estrategias Gamificadas Al Servicio de la Gestión Del Conocimiento.Lira Isis Valencia Quecano - 2022 - Human Review. International Humanities Review / Revista Internacional de Humanidades 11 (6):1-12.
    La presente investigación busca analizar la implementación de estrategias gamificadas en el modelo de gestión del conocimiento a nivel organizacional. Como metodología se realizó una revisión literaria mediante el análisis de la identificación y transmisión del conocimiento, medios y tecnología, toma de decisiones, cultura organizacional y competencia. Se obtuvo 50 artículos sobre el uso de la gamificación y la gestión del conocimiento. Los resultados identifican sus aportes en la apropiación, socialización y transferencia del conocimiento, en el capital humano. Finalmente, se (...)
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  • Evaluating the Effectiveness of Digital Content Marketing Under Mixed Reality Training Platform on the Online Purchase Intention.C. H. Li, O. L. K. Chan, Y. T. Chow, Xiangying Zhang, P. S. Tong, S. P. Li, H. Y. Ng & K. L. Keung - 2022 - Frontiers in Psychology 13.
    The purpose of this research is to investigate the effectiveness of Digital Content Marketing on a Mixed Reality training platform environment with the consideration of online purchase intention through social media. E-commerce today encounters several common issues that cause customers to have reservations to purchase online. With the absence of physical contact points, customers often perceive more risks when making purchase decisions. Furthermore, online retailers often find it hard to engage customers and develop long-term relationships. In this research, a Structural (...)
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