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.