Published on in Vol 11 (2023)

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/35756, first published .
Impact of Gamification on Consumers’ Favorability in Cause-Related Marketing Programs: Between-Subjects Experiments

Impact of Gamification on Consumers’ Favorability in Cause-Related Marketing Programs: Between-Subjects Experiments

Impact of Gamification on Consumers’ Favorability in Cause-Related Marketing Programs: Between-Subjects Experiments

Authors of this article:

Yanhe Li1 Author Orcid Image ;   Yanchen Li2 Author Orcid Image ;   Xiu Zhou3 Author Orcid Image ;   Kunshu Ma4 Author Orcid Image

Journals

  1. Lopes J, Silva L, Massano-Cardoso I, Galhardo A. Running Towards a Better Brand Attitude: How Gamification in Nike Run Club Can Help?. Journal of the Knowledge Economy 2024;16(4):15427 View
  2. Wu C, Chang C. How multiplayer online games can yield positive effects on individual gamers, gaming companies, and society as a whole. Humanities and Social Sciences Communications 2025;12(1) View
  3. Suryavanshi A, Pandey S, Rameshkkumar S, Patel R, Bhatt V, Thomas S. Patronage Intention Towards Online Social Gaming Companies Linked to Cause-Related Marketing Donation: A Social Comparison Theory Perspective. International Journal of Human–Computer Interaction 2025:1 View

Books/Policy Documents

  1. Santos J. New Trends for the Governance of Non-Profit Organizations. View