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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
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
@article{bilro2022_1734880476576, 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" }
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 -