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1-9 of 9
Keywords: Gamification
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Journal Articles
Gamification of financial applications and financial behavior of young investors
Available to Purchase
Young Consumers: Insight and Ideas for Responsible Marketers (2021) 22 (3): 503–519.
Published: 24 June 2021
...Abhinav Pal; Kavita Indapurkar; Kriti Priya Gupta Purpose This study aims to investigate the moderating role of gamification on the relationship of financial attitude (FA), financial self-efficacy (FSE) and financial planning activity (FPA) of individuals on the financial behavior of individuals...
Journal Articles
Gamification in banking: a review, synthesis and setting research agenda
Available to Purchase
Young Consumers: Insight and Ideas for Responsible Marketers (2021) 22 (3): 456–479.
Published: 07 June 2021
...Shilpa Chauhan; Asif Akhtar; Ashish Gupta Purpose The objective of this paper is to explore and extend the existing literature on the use of gamification in banking. Design/methodology/approach Gamification is a new concept, further its application in banking is in a nascent stage both from...
Journal Articles
Gamifying OTT: a study on consumer attitudes toward game elements and OTT media service provider brands in gamification
Available to Purchase
Young Consumers: Insight and Ideas for Responsible Marketers (2021) 22 (3): 328–347.
Published: 01 June 2021
...Caroline S.L. Tan Purpose The purpose of this study is to examine consumer attitude toward gamification in the context of over-the-top (OTT) media service. The particular focus of this paper is on game mechanics from the mechanics-dynamics-aesthetics framework and its effects on consumer attitude...
Journal Articles
Mobile health (mHealth) application loyalty in young consumers
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Young Consumers: Insight and Ideas for Responsible Marketers (2021) 22 (3): 429–455.
Published: 26 March 2021
... loyalty. This study integrates self-determination theory (SDT), gamification elements and engagement to examine loyalty. Design/methodology/approach A valid sample of 263 college student’s data was obtained for data analysis from a survey conducted in multiple campuses of the Delhi University in India...
Journal Articles
Do gamified elements affect young people’s use behaviour on consumption-related mobile applications?
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Young Consumers: Insight and Ideas for Responsible Marketers (2021) 22 (3): 368–386.
Published: 10 February 2021
... young people between the ages of 12 and 25 years. Findings The results showed that use behaviour on consumption mobile applications was affected by gamification. Behavioural intention to use was affected by the performance expectancy (PE) and effort expectancy (EE) of mobile application designs...
Journal Articles
A preliminary investigation of gamification from the young consumer’s perspective
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Young Consumers: Insight and Ideas for Responsible Marketers (2021) 22 (3): 413–428.
Published: 04 February 2021
...Danielle Hass; Ashley Hass; Mathew Joseph Purpose Over the past decade, gamification’s popularity has broadened into many industries and has become embedded in consumers’ lives. As privacy protection and how firms utilize users’ data has been at the forefront of consumers’ minds, practitioners...
Journal Articles
The e-learning persuasion through gamification: an elaboration likelihood model perspective
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Young Consumers: Insight and Ideas for Responsible Marketers (2021) 22 (3): 480–502.
Published: 28 December 2020
...Nirma Sadamali Jayawardena Purpose The purpose of this theoretical paper is to introduce a conceptual model to investigate e-learning persuasion through gamification elements using the social psychology theory of elaboration likelihood model (ELM). Design/methodology/approach The author...
Journal Articles
Examining the importance of gamification, social interaction and perceived enjoyment among young female online buyers in India
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Young Consumers: Insight and Ideas for Responsible Marketers (2021) 22 (3): 387–412.
Published: 18 September 2020
...Prashant Raman Purpose The current research has dual motives. Firstly, this study aims to evaluate the effect of gamification on the behavioural intention (BI) of the young female consumers to use online websites for making purchases. Secondly, it examines the role of social interaction...
Journal Articles
Co-designing with young consumers – reflections, challenges and benefits
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Young Consumers: Insight and Ideas for Responsible Marketers (2017) 18 (4): 439–455.
Published: 20 November 2017
...-scale alcohol education program called “Blurred Minds”. This program offers a range of gamification elements focused on alcohol education that is aimed at young Australian high school students. This includes the integration of a new gamification component, using Virtual Reality (VR) technology...
