Opening the black box of gameful experience: ...
Type de document :
Compte-rendu et recension critique d'ouvrage
Titre :
Opening the black box of gameful experience: Implications for gamification process design
Auteur(s) :
Leclercq, Thomas [Auteur]
Lille économie management - UMR 9221 [LEM]
Poncin, Ingrid [Auteur]
Université Catholique de Louvain = Catholic University of Louvain [UCL]
Hammedi, Wafa [Auteur]
Lille économie management - UMR 9221 [LEM]
Poncin, Ingrid [Auteur]
Université Catholique de Louvain = Catholic University of Louvain [UCL]
Hammedi, Wafa [Auteur]
Titre de la revue :
Journal of retailing and consumer services
Pagination :
101882
Éditeur :
Elsevier
Date de publication :
2020-01
ISSN :
0969-6989
Discipline(s) HAL :
Sciences de l'Homme et Société/Gestion et management
Résumé en anglais : [en]
Gamification is attracting the attention of practitioners and researchers because of its power to generate experiential value for users. However, despite its wide adoption by managers, the practice is poorly conceptualized. ...
Lire la suite >Gamification is attracting the attention of practitioners and researchers because of its power to generate experiential value for users. However, despite its wide adoption by managers, the practice is poorly conceptualized. In response to this theoretical gap, we propose a set of foundational propositions developed using a microfoundational approach. We explain gameful experience, and we construct a conceptual framework that depicts the underlying process. We expand prior research on the topic through the notion of gameplay. Our conceptual discussion of gamification suggests a research agenda that can stimulate further academic efforts.Lire moins >
Lire la suite >Gamification is attracting the attention of practitioners and researchers because of its power to generate experiential value for users. However, despite its wide adoption by managers, the practice is poorly conceptualized. In response to this theoretical gap, we propose a set of foundational propositions developed using a microfoundational approach. We explain gameful experience, and we construct a conceptual framework that depicts the underlying process. We expand prior research on the topic through the notion of gameplay. Our conceptual discussion of gamification suggests a research agenda that can stimulate further academic efforts.Lire moins >
Langue :
Anglais
Vulgarisation :
Non
Collections :
Source :
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- https://doi.org/10.1016/j.jretconser.2019.07.007
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- https://doi.org/10.1016/j.jretconser.2019.07.007
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- https://hal.archives-ouvertes.fr/hal-02510199/document
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- https://hal.archives-ouvertes.fr/hal-02510199/document
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- S0969698919300256.pdf
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