Exportar Publicação

A publicação pode ser exportada nos seguintes formatos: referência da APA (American Psychological Association), referência do IEEE (Institute of Electrical and Electronics Engineers), BibTeX e RIS.

Exportar Referência (APA)
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.
Exportar Referência (IEEE)
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
Exportar BibTeX
@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/ "
}
Exportar RIS
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  -