Consumer Gratifications for Gamified e-Services

Q3 Business, Management and Accounting
Vincent Cicchirillo
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引用次数: 0

Abstract

This research extends motivation in gamification research by helping to understand why individuals use gamified e-services. Potential gratifications of socialness, entertainment, convenience, infor...
消费者对游戏化电子服务的满意度
这项研究扩展了游戏化研究的动机,有助于了解个人使用游戏化电子服务的原因。潜在的社交性、娱乐性、便利性、信息性等满足感是游戏化研究的重点。
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来源期刊
Services Marketing Quarterly
Services Marketing Quarterly Business, Management and Accounting-Business, Management and Accounting (miscellaneous)
CiteScore
2.40
自引率
0.00%
发文量
6
期刊介绍: Services Marketing Quarterly is directed at academicians and practitioners who are involved in the development and application of services marketing concepts to the wide spectrum of industries that constitute the service sector of economies. The journal presents both theoretical and empirical articles including experimental and pilot studies addressing various issues faced by service marketers to enhance the development of the marketing literature in the application of marketing concepts to services. Areas of emphasis include: Service characteristics changes. Servicescape impacts. Service delivery impacts. Services impact on organizational image. Digital service environments and impacts. Evolution of services over time and by industry. Contributions are encouraged which include analysis of existing practice, methods and programs; application of new ideas and methods; and research on various aspects of services marketing. Each manuscript should include the marketing implications of the impact of the findings on services marketing theory and/or practice. Services Marketing Quarterly also welcome proposals for special issues.
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