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. 2020 Jul 10;11:1664. doi: 10.3389/fpsyg.2020.01664

TABLE 1.

Former research on gamification.

Author(s) Domain UH
Eisingerich et al., 2019 Customer engagement N/A
Hamari and Koivisto, 2015 Gamification service
Harwood and Garry, 2015 Customer engagement
Hassan et al., 2019 Motivational feedback
Helmefalk and Marcusson, 2019 Servicescape context
Hsu and Chen, 2018 Marketing activities
Huotari and Hamari, 2012 Service marketing
Hwang and Choi, 2019 Loyalty programs
Jang et al., 2018 Mobile exercise application
Koivisto and Hamari, 2019 Motivational information systems
Kuo and Chuang, 2016 Online academic dissemination
Leclercq et al., 2018 Online co-creation communities
Liu et al., 2017 Information system
Liu et al., 2018 Smartphone-based job design
Morford et al., 2014 Behavior analysis and game design
Moro et al., 2019 Hotel online review’s traits
Pace and Dipace, 2015 Learning for tourist operators
Suh and Wagner, 2017 Knowledge contribution
Suh et al., 2017 Workplace
Suh et al., 2018 User engagement
Tobon et al., 2019 Online consumer decision
Toda et al., 2019 Educational-social networks
Wu and Seidmann, 2018 Business decision making
Xi and Hamari, 2019 Intrinsic need satisfaction
This research Omnichannel Yes

UH, Unobserved Heterogeneity.