Gamification enhances the customer engagement: A theoretical framework

dc.contributor.authorGaspar, J. M
dc.contributor.authorLoureiro, S. M. C.
dc.contributor.authorRosado-Pinto, F.
dc.contributor.editorVrontis, Demetris
dc.contributor.editorWeber, Yaakov
dc.contributor.editorTsoukatos, Evangelos
dc.date.accessioned2026-09-11T10:22:43Z
dc.date.issued2025
dc.date.updated2026-09-11T11:22:01Z
dc.description.abstractAlthough 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.eng
dc.event.date2025
dc.event.locationPortoeng
dc.event.titleExploring New Horizons in Business and Management
dc.event.typeConferênciapt
dc.identifier.citationGaspar, J. M, Loureiro, S. M. C., & Rosado-Pinto, F. (2025). Gamification enhances the customer engagement: A theoretical framework.In D. Vrontis, Y. Weber, & E. Tsoukatos (Eds.), 18th Conference Book of Proceedings (pp. 1147–1149). EuroMed Press. https://hdl.handle.net/10071/38494
dc.identifier.isbn978-9925-628-05-6
dc.identifier.issn2547-8516
dc.identifier.urihttps://hdl.handle.net/10071/38494
dc.language.isoeng
dc.pagination1147 - 1149
dc.peerreviewedyes
dc.publisherEuromed Press
dc.relation.ispartof18th. Conference Book of Proceedings
dc.rightsopenAccess
dc.subjectGamificationeng
dc.subjectCustomer experienceeng
dc.subjectCustomer engagementeng
dc.subjectGameful experienceeng
dc.subjectGamified experienceeng
dc.subjectRetaileng
dc.subjectMarketingeng
dc.subjectPersonalisationeng
dc.titleGamification enhances the customer engagement: A theoretical frameworkeng
dc.typeconferenceObject
iscte.identifier.cienciahttps://ciencia.iscte-iul.pt/id/ci-pub-114423

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