Table of contents - Special Issue: Gamifying human computer interaction for young consumers
Guest Editors: Abhishek Behl, Justin Zuopeng Zhang
Gamifying OTT: a study on consumer attitudes toward game elements and OTT media service provider brands in gamification
Caroline S.L. TanThe purpose of this study is to examine consumer attitude toward gamification in the context of over-the-top (OTT) media service. The particular focus of this paper is on game…
How over-the-top (OTT) platforms engage young consumers over traditional pay television service? An analysis of changing consumer preferences and gamification
Mayank Sadana, Dipasha SharmaThis paper aims to analyse how the top over-the-top (OTT) platform is becoming a preferred source of entertainment amongst young consumers over traditional Pay TV service (Cable…
Do gamified elements affect young people’s use behaviour on consumption-related mobile applications?
Edmund Wut, Peggy Ng, Ka Shing Wilson Leung, Daisy LeeThis study aims to investigate whether gamified elements affect the use behaviour of young people (between age 12 and 25 years) on consumption-related mobile applications.
Examining the importance of gamification, social interaction and perceived enjoyment among young female online buyers in India
Prashant RamanThe current research has dual motives. Firstly, this study aims to evaluate the effect of gamification on the behavioural intention (BI) of the young female consumers to use…
A preliminary investigation of gamification from the young consumer’s perspective
Danielle Hass, Ashley Hass, Mathew JosephOver the past decade, gamification’s popularity has broadened into many industries and has become embedded in consumers’ lives. As privacy protection and how firms utilize users’…
Mobile health (mHealth) application loyalty in young consumers
Manjari Soni, Kokil Jain, Isha JajodiaThe emergence of mHealth applications has led to the rise of health-based services delivered over smartphones. Younger people are often found to be more innovative toward…
Gamification in banking: a review, synthesis and setting research agenda
Shilpa Chauhan, Asif Akhtar, Ashish GuptaThe objective of this paper is to explore and extend the existing literature on the use of gamification in banking.
The e-learning persuasion through gamification: an elaboration likelihood model perspective
Nirma Sadamali JayawardenaThe purpose of this theoretical paper is to introduce a conceptual model to investigate e-learning persuasion through gamification elements using the social psychology theory of…
Gamification of financial applications and financial behavior of young investors
Abhinav Pal, Kavita Indapurkar, Kriti Priya GuptaThis study aims to investigate the moderating role of gamification on the relationship of financial attitude (FA), financial self-efficacy (FSE) and financial planning activity…
ISSN:
1747-3616e-ISSN:
1758-7212ISSN-L:
1747-3616Online date, start – end:
2002Copyright Holder:
Emerald Publishing LimitedOpen Access:
hybridEditor:
- Hiram Ting