GAMIFICATION OF THE RETAIL SPACE USING LOCATION-BASED AUGMENTED REALITY GAMES: HOW ABOUT NON-PLAYERS? - HAL-SHS - Sciences de l'Homme et de la Société
Communication Dans Un Congrès Année : 2024

GAMIFICATION OF THE RETAIL SPACE USING LOCATION-BASED AUGMENTED REALITY GAMES: HOW ABOUT NON-PLAYERS?

Résumé

Retailers across the globe are gamifying their retail space with location-based augmented reality games like Pokémon Go. Yet, researchers have neglected gamification’s potential negative outcomes, the importance of the social context in which gamification takes place and gamification’s impact on the experience and attitude of non-players vis-à-vis the gamified retailer.
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Dates et versions

halshs-04696123 , version 1 (12-09-2024)

Identifiants

  • HAL Id : halshs-04696123 , version 1

Citer

Allan Lubart, Sonia Capelli. GAMIFICATION OF THE RETAIL SPACE USING LOCATION-BASED AUGMENTED REALITY GAMES: HOW ABOUT NON-PLAYERS?. Association for Consumer Research annual conference, Sep 2024, Paris, France. ⟨halshs-04696123⟩
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