Showing 1 - 10 of 855
gamification. This paper analyzes frequencies of gamification terms in knowledge management articles and tries to answer the … question if only organizational learning would be improved by integrating gamification or there are other knowledge management …
Persistent link: https://www.econbiz.de/10011165942
Nowadays, the value acquired by customers during shopping can be perceived in two dimensions: utilitarian and hedonic. In order to identify online group buying behaviour of young adult consumers, research was conducted among university students in Poland. The purpose of the research was to...
Persistent link: https://www.econbiz.de/10011266459
The purpose of this paper is to identify the types of value that arise in the shopping context and the factors that determine it, as well as to present consumer attitudes towards the value generated by experiential marketing activities. The paper presents the results of five focus group...
Persistent link: https://www.econbiz.de/10011266460
Quality of life in cities depends largely on the availability of attractive and accessible green spaces. It is generally agreed that urban green spaces are essential for the health and well-being of citizens. This paper aims to broach the issue of urban green spaces, emphasizing their importance...
Persistent link: https://www.econbiz.de/10008799459
This study explores the customer satisfaction – loyalty relation in the context of online shopping by introducing various mediators, such as trust, attitude, hedonic value, and utilitarian value. For data collection, we used an online consumer survey in relation to Internet retailing. In this...
Persistent link: https://www.econbiz.de/10011183044
Transit services quality has long been recognized as an important factor in influencing travelers behaviour and terminals quality is certainly part of it. As a matter of fact a number of transit promotion policies explicitly based on qualitative factors and specifically high architectural...
Persistent link: https://www.econbiz.de/10011043528
Of the two dimensions of creativity, novelty and meaningfulness, the importance of novelty is mixed in empirical managerial research. This study extends creativity research to consumers. The model first proposed that perceived value mediates the relationship between creativity and product...
Persistent link: https://www.econbiz.de/10011077417
The present study proposed and test a model that connects both affective and cognitive factors in cellular service to customers’ recommendation behavior. Results of the analysis of data collected through questionnaire from 293 respondents with cellular phones and active account in the Nigerian...
Persistent link: https://www.econbiz.de/10011167275
Retaining current customers is one of the key success factors to survive in the mature market of the mobile cellular network industry in Thailand. The aim of this study is to identify key success factors of this industry. Adult users of mobile cellular networks are interviewed. The results from...
Persistent link: https://www.econbiz.de/10011205592
This paper is centered upon the application of gamification in an affiliate network present on the Romanian market. The … first part covers the definition of gamification and basic theoretical aspects related, such as gamification elements and … the pyramid, the D6 Design Framework, as well as possible environments where gamification can be applied and the design …
Persistent link: https://www.econbiz.de/10011019874