These are the sources and citations used to research gamification. This bibliography was generated on Cite This For Me on
In-text: (Beatty and Morgan, 2012)
Your Bibliography: Beatty, S. and Morgan, R. (2012). Customer Engagement: Exploring Customer Relationships Beyond Purchase. Journal of Marketing Theory and Practice, 20(2), pp.122-146.
In-text: (Berger et al., 2017)
Your Bibliography: Berger, A., Schlager, T., Sprott, D. and Herrmann, A. (2017). Gamified interactions: whether, when, and how games facilitate self–brand connections. Journal of the Academy of Marketing Science, 46(4), pp.652-673.
In-text: (Jung, Min and Kellaris, 2011)
Your Bibliography: Jung, J., Min, K. and Kellaris, J. (2011). The games people play: How the entertainment value of online ads helps or harms persuasion. Psychology and Marketing, 28(7), pp.661-681.
In-text: (Kaushik and Soch, 2019)
Your Bibliography: Kaushik, P. and Soch, H. (2019). Brand Satisfaction and Brand Equity: An Interplay between various Dimensions of Customer Brand Engagement. International Journal of Management Studies, VI(1(2), p.01.
In-text: (Lee and Faber, 2007)
Your Bibliography: Lee, M. and Faber, R. (2007). Effects of Product Placement in On-Line Games on Brand Memory: A Perspective of the Limited-Capacity Model of Attention. Journal of Advertising, 36(4), pp.75-90.
In-text: (Xi and Hamari, 2019)
Your Bibliography: Xi, N. and Hamari, J. (2019). The relationship between gamification, brand engagement and brand equity. Proceedings of the 52nd Hawaii International Conference on System Sciences.
In-text: (Yang, Asaad and Dwivedi, 2017)
Your Bibliography: Yang, Y., Asaad, Y. and Dwivedi, Y. (2017). Examining the impact of gamification on intention of engagement and brand attitude in the marketing context. Computers in Human Behavior, 73, pp.459-469.
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