Motivational effects and age differences of gamification in product advertising
By J. Bittner, J. Schipper. 2014
207 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Information Systems and Management
View Paper: https://www.semanticscholar.org/paper/dda328eca2f1cc5fbc03732394e90e439c0d4436
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Kai Huotari
- Jodi Asbell-Clarke
- Brianno D. Coller
- Teon Edwards
- Elizabeth Rowe
- David J. Shernoff
- Juho Hamari
- Jonna Koivisto
In Information Systems and Management
Citations in the corpus
- Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2016, background): “For example, in the domain of commerce, Bittner and Shipper (2014) found that the effect of gamification on behavioral engagementwasmediated by flowand enjoyment.”
- Does gamification affect brand engagement and equity? A study in online brand communities (2020, unknown): “…how the interactions with gamification may translate differently to brand engagement and brand equity depending on the gaming history of consumers (Bittner & Schipper, 2014), what kinds of players they are (Robson et al., 2016), and how their interactions relate to their demographic factors such…”
- A definition for gamification: anchoring gamification in the service marketing literature (2016, background): “Currently, gamification has already been employed and researched in majority of the above mentioned domains such as commerce (Bittner and Shipper 2014; Cechanowicz et al. 2013; Hamari 2013; Hamari2015; Terlutter and Capella 2013), education (Denny 2013, Hakulinen et al. 2013; Domínguez et al. 2013;…”