The DOI matches its Crossref record; 77 of the 77 references it cites were found in a registry or an index.
Gamification and Mobile Marketing Effectiveness
Open accessAbstract
A variety of business sectors have been buffeted by the diffusion of mobile technology, a trend that presents a variety of difficult challenges but interesting opportunities to marketers. One such opportunity is gamification, which, one hopes, will enhance appeal to mobile consumers. Our sense from both personal experience and the literature is that the gamified mobile apps currently offered by firms mostly miss the mark. We provide a systematic overview of game design and note how principles derived from that field are highly applicable to gamification in mobile marketing settings. We are aided by the work of Schell (2008), whose Elemental Game Tetrad Model allows us to offer a coherent look at how gamification should affect mobile marketing outcomes.
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Cited by
Customer experience challenges: Bringing together digital, physical and social realms
Bolton, R. N., McColl-Kennedy, J. R., Cheung, L., Gallan, A., Orsingher, C., Witell, L., & Zaki, M. (2018) · Journal of Service Management · doi:10.1108/josm-04-2018-0113 · Cited by 849
Enhancing user engagement: The role of gamification in mobile apps
Bitrián, P., Buil, I., & Catalán, S. (2021) · Journal of Business Research · doi:10.1016/j.jbusres.2021.04.028 · Cited by 442
Eppmann, R., Bekk, M., & Klein, K. (2018) · Journal of Interactive Marketing · doi:10.1016/j.intmar.2018.03.002 · Cited by 382
Hwang, J., & Choi, L. (2020) · Journal of Business Research · doi:10.1016/j.jbusres.2019.01.031 · Cited by 363
Hsu, C.-L., & Chen, M.-C. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2018.06.037 · Cited by 357
Metadata
- Authors
- Hofacker, C. F., de Ruyter, K., Lurie, N. H., Manchanda, P., & Donaldson, J.
- Venue
- Journal of Interactive Marketing
- Publisher
- SAGE Publications
- Published
- 2016-05
- Volume
- 34
- Issue
- 1
- Pages
- 25-36
- ISSN
- 1094-9968 (ISSN-L)
- 1520-6653
- OpenAlex
- W3124910589
- Cited by
- 482
- References
- 77
- FWCI
- 79.01
- Type
- journal article
- Language
- en
- Open access
- green
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- Hofacker, C. F., de Ruyter, K., Lurie, N. H., Manchanda, P., & Donaldson, J. (2016). Gamification and Mobile Marketing Effectiveness. Journal of Interactive Marketing. https://doi.org/10.1016/j.intmar.2016.03.001
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.