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Gaspar, J. M, Loureiro, S. M. C. & Rosado-Pinto, F. (2025). Gamification enhances the customer engagement: A theoretical framework. In Demetris Vrontis, Yaakov Weber, Evangelos Tsoukatos (Ed.), 18th. Conference Book of Proceedings (pp. 1147?1149). Euromed Press.
J. M. Gaspar et al., "Gamification enhances the customer engagement: A theoretical framework", in 18th. Conf. Book of Proc., Demetris Vrontis, Yaakov Weber, Evangelos Tsoukatos, Ed., Porto, Euromed Press, 2025, pp. 1147-1149
@inproceedings{gaspar2025_1789969406326,
author = "Gaspar, J. M and Loureiro, S. M. C. and Rosado-Pinto, F.",
title = "Gamification enhances the customer engagement: A theoretical framework",
booktitle = "18th. Conference Book of Proceedings",
year = "2025",
editor = "Demetris Vrontis, Yaakov Weber, Evangelos Tsoukatos",
volume = "",
number = "",
series = "",
pages = "1147-1149",
publisher = "Euromed Press",
address = "Porto",
organization = "",
url = "https://euromedacademy.org/book-of-proceedings/ "
}
TY - CPAPER TI - Gamification enhances the customer engagement: A theoretical framework T2 - 18th. Conference Book of Proceedings AU - Gaspar, J. M AU - Loureiro, S. M. C. AU - Rosado-Pinto, F. PY - 2025 SP - 1147-1149 SN - 2547-8516 CY - Porto UR - https://euromedacademy.org/book-of-proceedings/ AB - Although gamification is a recent topic, it has become increasingly popular in various contexts. The first definition of gamification appeared in 2011 and continues to be the most widely used by researchers (e.g., Huotari and Hamari, 2012; Nobre and Ferreira, 2017; Bauer et al., 2020). Gamification refers to using game design elements in non-game contexts to motivate and increase activity and retention in digital design and marketing activities (Deterding, 2011). Huotari and Hamari (2012) and Hammedi et al. (2017), for example, claim that gamification is a tool that integrates the service process of the gaming experience that aids and enhances the creation of the overall value of the user experience. User experience can be considered as customer experience (CX), which, according to Bagdare and Jain (2013) and Godovykh and Tasci (2020), is defined as a customer's cognitive, affective, sensory, and behavioral responses throughout the consumption process. ER -
English