These are the sources and citations used to research gamification. This bibliography was generated on Cite This For Me on

  • Journal

    Beatty, S. E. and Morgan, R. M.

    Customer Engagement: Exploring Customer Relationships Beyond Purchase

    2012 - Journal of Marketing Theory and Practice

    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.

  • Journal

    Berger, A., Schlager, T., Sprott, D. E. and Herrmann, A.

    Gamified interactions: whether, when, and how games facilitate self–brand connections

    2017 - Journal of the Academy of Marketing Science

    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.

  • Journal

    Jung, J. M., Min, K. S. and Kellaris, J. J.

    The games people play: How the entertainment value of online ads helps or harms persuasion

    2011 - Psychology and Marketing

    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.

  • Journal

    Kaushik, P. and Soch, H.

    Brand Satisfaction and Brand Equity: An Interplay between various Dimensions of Customer Brand Engagement

    2019 - International Journal of Management Studies

    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.

  • Journal

    Lee, M. and Faber, R. J.

    Effects of Product Placement in On-Line Games on Brand Memory: A Perspective of the Limited-Capacity Model of Attention

    2007 - Journal of Advertising

    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.

  • Journal

    Xi, N. and Hamari, J.

    The relationship between gamification, brand engagement and brand equity

    2019 - Proceedings of the 52nd Hawaii International Conference on System Sciences

    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.

  • Journal

    Yang, Y., Asaad, Y. and Dwivedi, Y.

    Examining the impact of gamification on intention of engagement and brand attitude in the marketing context

    2017 - Computers in Human Behavior

    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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