Opening the black box of gameful experience: Implications for gamification process design
Thomas Leclercq,
Ingrid Poncin and
Wafa Hammedi
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Thomas Leclercq: LEM - Lille économie management - UMR 9221 - UA - Université d'Artois - UCL - Université catholique de Lille - Université de Lille - CNRS - Centre National de la Recherche Scientifique
Ingrid Poncin: UCL - Université Catholique de Louvain = Catholic University of Louvain
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Abstract:
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.
Date: 2020-01
Note: View the original document on HAL open archive server: https://hal.science/hal-02510199
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Citations: View citations in EconPapers (5)
Published in Journal of retailing and consumer services, 2020, 52, pp.101882. ⟨10.1016/j.jretconser.2019.07.007⟩
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Persistent link: https://EconPapers.repec.org/RePEc:hal:journl:hal-02510199
DOI: 10.1016/j.jretconser.2019.07.007
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