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Purpose Gamification is a tool with great potential to motivate individuals to increase their physical activity. That is why sport apps for mobile devices, such as Nike+ or Strava, have integrated game elements. There is, however, little evidence of gamification's effectiveness in this field....
Persistent link: https://www.econbiz.de/10013193242
Purpose: This study integrates self-determination theory (SDT) and the technology acceptance model (TAM) to explore how gamification increases users' motivation and intention to use personal financial management (PFM) apps, and how it facilitates their adoption. Design/methodology/approach:...
Persistent link: https://www.econbiz.de/10012638403
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Purpose Gamification is a tool with great potential to motivate individuals to increase their physical activity. That is why sport apps for mobile devices, such as Nike+ or Strava, have integrated game elements. There is, however, little evidence of gamification's effectiveness in this field....
Persistent link: https://www.econbiz.de/10012315525
Persistent link: https://www.econbiz.de/10014555865
Persistent link: https://www.econbiz.de/10014380931
Corporate brand identity management is a key issue for any organisation. Accordingly, its study is a research field of great interest. This paper seeks to broaden the understanding of this strategic activity and its effects. Specifically, it investigates the concept of corporate brand identity...
Persistent link: https://www.econbiz.de/10012118399
Purpose: This study explores consumers' self-congruence with luxury fashion brands they mention on Facebook. It investigates the extent to which those brands are congruent with the actual self (ASC) or the ideal self (ISC), and whether ASC or ISC of luxury fashion brands on Facebook predicts...
Persistent link: https://www.econbiz.de/10012277912
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