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)
Bilro, R. G., Loureiro, S. M. C. & Angelino, F. J. (2022). The role of creative communications and gamification in customer engagement in higher education: A sentiment analysis approach. Journal of Creative Communications. 17 (1), 7-21
Exportar Referência (IEEE)
R. J. Bilro et al.,  "The role of creative communications and gamification in customer engagement in higher education: A sentiment analysis approach", in Journal of Creative Communications, vol. 17, no. 1, pp. 7-21, 2022
Exportar BibTeX
@article{bilro2022_1714479743606,
	author = "Bilro, R. G. and Loureiro, S. M. C. and Angelino, F. J.",
	title = "The role of creative communications and gamification in customer engagement in higher education: A sentiment analysis approach",
	journal = "Journal of Creative Communications",
	year = "2022",
	volume = "17",
	number = "1",
	doi = "10.1177/0973258621992644",
	pages = "7-21",
	url = "https://journals.sagepub.com/doi/full/10.1177/0973258621992644"
}
Exportar RIS
TY  - JOUR
TI  - The role of creative communications and gamification in customer engagement in higher education: A sentiment analysis approach
T2  - Journal of Creative Communications
VL  - 17
IS  - 1
AU  - Bilro, R. G.
AU  - Loureiro, S. M. C.
AU  - Angelino, F. J.
PY  - 2022
SP  - 7-21
SN  - 0973-2586
DO  - 10.1177/0973258621992644
UR  - https://journals.sagepub.com/doi/full/10.1177/0973258621992644
AB  - This paper aims to explore gamification tools in services and higher education environments and their role in creating student engagement. The research adopts a qualitative method based on quasi-experimental design. Participants from a higher education institution are exposed to gamification activities during a full semester. Researchers use sentiment analysis technique based on a text-mining approach to analyse the data. Findings reveal that participants perceive gamification in service settings as a useful tool. The global sentiment analysis reveals a positive sentiment about the gamification approach that contributes to increasing participants’ engagement. This study’s novelty arises from quasi-experimental research to measure gamification activities’ impact on students’ engagement, measured through sentiment analysis of their opinions.
ER  -