Article ID Journal Published Year Pages File Type
1114353 Procedia - Social and Behavioral Sciences 2014 6 Pages PDF
Abstract

This paper examines gamification's role as a communication and customer engagement tool for non-profit organizations. Building on the findings of consumer research regarding brand recall and associations, as well as the psychology of gaming, we identify processes through which gamification can generate “process related affect” which can lead to favourable associations, longer engagement and increased loyalty.

Related Topics
Social Sciences and Humanities Arts and Humanities Arts and Humanities (General)