参考文献
|
-
Lo, S.-K.,Hsieh, A.-Y.,Chiu, Y.-P.(2014).Why expect lower prices online? Empirical examination in online and store-based retailers.International Journal of Electronic Commerce Studies,5(1),27-38.
連結:
-
Abuhamdeh, S.,Csikszentmihalyi, M.(2012).The importance of challenge for the enjoyment of intrinsically motivated, goal-directed activities.Personality and Social Psychology Bulletin,38(3),317-330.
-
Aparicio, M.,Costa, C. J.,Moises, R.(2021).Gamification and reputation: Key determinants of e-commerce usage and repurchase intention.Heliyon,7(3),e06383.
-
Barnett, L. A.(2007).The nature of playfulness in young adults.Personality and Individual Differences,43(4),949-958.
-
Bauer, J. C.,Linzmajer, M.,Nagengast, L.,Rudolph, T.,D’Cruz, E.(2020).Gamifying the digital shopping experience: Games without monetary participation incentives increase customer satisfaction and loyalty.Journal of Service Management,31(3),563-595.
-
Behl, A.,Sheorey, P.,Pal, A.,Veetil, A. K. V.,Singh, S. R.(2020).Gamification in E-Commerce: A comprehensive review of literature.Journal of Electronic Commerce in Organizations ,18(2),1-16.
-
Chen, H.,Rong, W.,Ma, X.,Qu, Y.,Xiong, Z.(2017).An extended technology acceptance model for mobile social gaming service popularity analysis.Mobile Information Systems,2017(3),1-12.
-
Chiu, Y.-P.,Chang, S.-C.(2020).Using Eye-Tracking to Measure the Influence of Banner Ads’ Browsing Behavior and Attitude on Host Websites.Contemporary Management Research,16(1),35-54.
-
Chiu, Y.-P.,Lo, S.-K.,Hsieh, A.-Y.,Hwang, Y.(2019).Exploring why people spend more time shopping online than in offline stores.Computers in Human Behavior,95(C),24-30.
-
Codish, D.,Ravid, G.(2014).Academic course gamification: The art of perceived playfulness.Interdisciplinary Journal of E-Learning and Learning Objects,10(1),131-151.
-
Codish, D.,Ravid, G.(2015).Detecting playfulness in educational gamification through behavior patterns.IBM Journal of Research and Development,59(6),6 1-6 14.
-
Conaway, R.,Garay, M. C.(2014).Gamification and service marketing.SpringerPlus,3(1),1-11.
-
Dahl, D. W.,Moreau, C. P.(2007).Thinking inside the box: Why consumers enjoy constrained creative experiences.Journal of Marketing Research,44(3),357-369.
-
Deterding, S.,Dixon, D.,Khaled, R.,Nacke, L.(2011).From game design elements to gamefulness: Defining “gamification”.Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments
-
García-Jurado, A.,Castro-González, P.,Torres-Jiménez, M.,LealRodríguez, A. L.(2019).Evaluating the role of gamification and flow in e-consumers: Millennials versus generation X.Kybernetes,48(6),1278-1300.
-
Hsiao, K.-L.,Chen, C.-C.(2016).What drives in-app purchase intention for mobile games? An examination of perceived values and loyalty.Electronic Commerce Research and Applications,16,18-29.
-
Hsu, C.-L.,Chang, K.-C.,Chen, M.-C.(2012).The impact of website quality on customer satisfaction and purchase intention: Perceived playfulness and perceived flow as mediators.Information Systems and e-Business Management,10(4),549-570.
-
Huotari, K.,Hamari, J.(2017).A definition for gamification: Anchoring gamification in the service marketing literature.Electronic Markets,27(1),21-31.
-
Hwang, J.,Choi, L.(2020).Having fun while receiving rewards?: Exploration of gamification in loyalty programs for consumer loyalty.Journal of Business Research,106,365-376.
-
Insley, V.,Nunan, D.(2014).Gamification and the online retail experience.International Journal of Retail & Distribution Management
-
Kian, T. P.,Boon, G. H.,Fong, S. W. L.,Ai, Y. J.(2017).Factors that influence the consumer purchase intention in social media websites.PROCEEDING OF ICARBSS 2017 LANGKAWI,MALAYSIA:
-
Kim, C.,Hwang, J. S.,Cho, J.(2015).Relationships among mobile fashion shopping characteristics, perceived usefulness, perceived enjoyment, and purchase intention-Mediating effect of ease of use.Journal of the Korean Society of Clothing and Textiles,39(2),161-174.
-
Lau, M. M.,Lam, A. Y.,Cheung, R.(2016).Examining the factors influencing purchase intention of smartphones in Hong Kong.Contemporary Management Research,12(2),213-224.
-
Lee, J.,Kim, J.,Choi, J. Y.(2019).The adoption of virtual reality devices: The technology acceptance model integrating enjoyment, social interaction, and strength of the social ties.Telematics and Informatics,39,37-48.
-
Legaki, N.-Z.,Xi, N.,Hamari, J.,Karpouzis, K.,Assimakopoulos, V.(2020).The effect of challenge-based gamification on learning: An experiment in the context of statistics education.International Journal of Human-Computer Studies,144(12),1-14.
-
Lin, C. S.,Wu, S.,Tsai, R. J.(2005).Integrating perceived playfulness into expectation-confirmation model for web portal context.Information & Management,42(5),683-693.
-
Liu, H.-J.,Shiue, Y.-C.(2014).Influence of Facebook game players’ behavior on flow and purchase intention.Social Behavior and Personality: An International Journal,42(1),125-133.
-
Lu, L.-C.,Chang, W.-P.,Chang, H.-H.(2014).Consumer attitudes toward blogger’s sponsored recommendations and purchase intention: The effect of sponsorship type, product type, and brand awareness.Computers in Human Behavior,34,258-266.
-
Meder, M.,Plumbaum, T.,Raczkowski, A.,Jain, B.,Albayrak, S.(2018).Gamification in e-commerce: tangible vs. intangible rewards.Proceedings of the 22nd International Academic Mindtrek Conference
-
Mohd Sam, M. F.,Tahir, M. N. H.(2009).Website quality and consumer online purchase intention of air ticket.International Journal of Basic & Applied Sciences,9(10),20-25.
-
Moon, J. H.,Kim, E.,Choi, S. M.,Sung, Y.(2013).Keep the social in social media: The role of social interaction in avatar-based virtual shopping.Journal of Interactive Advertising,13(1),14-26.
-
Moon, J.-W.,Kim, Y.-G.(2001).Extending the TAM for a World-Wide-Web context.Information & Management,38(4),217-230.
-
Nguyen, D.(2020).Wichita State University.
-
Novak, T. P.,Hoffman, D. L.,Yung, Y.-F.(1998).Modeling the structure of the flow experience.INFORMS Marketing Science and the Internet Mini-Conference
-
Pelling, N. (2011). The (short) prehistory of “gamification”...Retrieved from https://nanodome.wordpress.com/2011/08/09/the-short-prehistory-of-gamification/
-
Ponis, S.,Plakas, G.,Agalianos, K.,Aretoulaki, E.,Gayialis, S.,Andrianopoulos, A.(2020).Augmented Reality and Gamification to Increase Productivity and Job Satisfaction in the Warehouse of the Future.Procedia Manufacturing,51,1621-1628.
-
Raj, B.,Gupta, D.(2018).Factors Influencing Consumer Responses to Marketing Gamification.2018 International Conference on Advances in Computing, Communications and Informatics
-
Raman, P.(2020).Examining the importance of gamification, social interaction and perceived enjoyment among young female online buyers in India.Young Consumers,22(3),387-412.
-
Ramayah, T.,Ignatius, J.(2005).Impact of perceived usefulness, perceived ease of use and perceived enjoyment on intention to shop online.ICFAI Journal of Systems Management,3(3),36-51.
-
Samokhin, V.,Samokhin, V.(2017).Department of Business Studies, Uppsala University.
-
Seaborn, K.,Fels, D. I.(2015).Gamification in theory and action: A survey.International Journal of Human-Computer Studies,74,14-31.
-
Tobon, S.,Ruiz-Alba, J. L.,García-Madariaga, J.(2020).Gamification and online consumer decisions: Is the game over?.Decision Support Systems,128,113-167.
-
Ulaan, R. V.,Pangemanan, S. S.,Lambey, L.(2016).The effect of perceived enjoyment on intention to shop online (The Study Of Faculty Of Economics And Business Sam Ratulangi University Manado).Jurnal EMBA: Jurnal Riset Ekonomi, Manajemen, Bisnis dan Akuntansi,4(1),1137-1146.
-
van der Kooij, K.,van Dijsseldonk, R.,van Veen, M.,Steenbrink, F.,de Weerd, C.,Overvliet, K. E.(2019).Gamification as a sustainable source of enjoyment during balance and gait exercises.Frontiers in Psychology,10,294.
-
Wang, C.,Fu, W.,Jin, J.,Shang, Q.,Luo, X.,Zhang, X.(2020).Differential effects of monetary and social rewards on product online rating decisions in e-commerce in China.Frontiers in Psychology,11,1440.
-
Younus, S.,Rasheed, F.,Zia, A.(2015).Identifying the factors affecting customer purchase intention.Global Journal of Management and Business Research,15(2),9-14.
-
Yu, J.,Ha, I.,Choi, M.,Rho, J.(2005).Extending the TAM for a t-commerce.Information & Management,42(7),965-976.
-
Yu, N.,Huang, Y.-T.(2022).Why do people play games on mobile commerce platforms? An empirical study on the influence of gamification on purchase intention.Computers in Human Behavior,126,106991.
-
Zhang, L.,Shao, Z.,Li, X.,Feng, Y.(2021).Gamification and online impulse buying: The moderating effect of gender and age.International Journal of Information Management,61,102-267.
|