Srusti Management Review

A Journal of Management & IT

ISSN NO: 0974-4274(PRINT), ISSN NO: 2582-1148(ONLINE)Listed in Ulrich's Periodicals Directory, INDEXED IN J-GATE E-JOURNAL GATEWAY, EBSCOHOST, PROQUEST, U.S.A. & GOOGLE SCHOLAR A Peer Reviewed and Refereed Journal

E-Health Marketing Gamification and Limitations Vested on its Strategic Power with Specific Reference to Marketing

Year 2021
Volume/Issue/Review Month Volume - XIV, Issue - II, Jul. - Dec. 2021
Title E-Health Marketing Gamification and Limitations Vested on its Strategic Power with Specific Reference to Marketing
Authors Jayadatta S , Gangadhar Sheeri , Nitin Bhasker
Broad area E-Health Marketing Gamification and Limitations Vested on its Strategic Power with Specific Reference to Marketing
Abstract
 Technology has been widely used in recent years to motivate, engage, and support individuals in a variety of individually and socially beneficial behaviours.Globalisation has raised the stakes for businesses, making it more difficult for marketers to acquire new consumers and keep existing ones interested in their products and services.The notion of digital marketing as a vehicle for innovation and creativity is highly popular among marketers.One of the most prominent trends in this sector is gamification.Gamification’s major objective is to entice customers to participate in non-game activities.This phrase, as well as its use in the sphere of service marketing is gaining popularity.Despite the growing interest, there is a significant vacuum in the literature about successful implementation and sustainability in service marketing.The goal of this systematic review was to look at the trends and gaps in the literature related to the adoption and long-term viability of gamification in service marketing.Gamification is a relatively recent concept that focuses on using game principles in non-game situations to engage audiences and inject a little fun into dull chores while also providing motivational and cognitive advantages.While many areas, such as business, marketing, and e-learning, have taken use of gamification’s potential, the digital healthcare sphere has begun to do so as well.It claims that gamifications rationalist assumptions have serious limits when it comes to studying digital marketing in context because it interacts with the critical narratives of the online customer in complicated ways.These crucial customer narratives deal with crowdsourcing, new online customer habits and addictions, cognitive/affective behaviourism, emotional branding, and deconstructive consumer trust issues related to ethics, legislation, and data security.
Description E-Health Marketing Gamification and Limitations Vested on its Strategic Power with Specific Reference to Marketing
File
Referenceses
Adukaite, A.; van Zyl, I.; Er, S.; Cantoni, L. Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools. Comput. Educ. 2017, 111, 172–190
Abel, J. P., Buff, C. L. and Burr, S. A. (2016) „Social Media and the Fear of Missing Out: Scale Development and Assessment , Journal of Business & Economics Research (JBER), 14(1), p. 33. Doi: 10.19030/jber.v14i1.9554. 
Agnieszka, W.-S (2014) Gamification as a New Trend in Marketing , Marketing & Management of Innovations, (4), pp. 57–64.
Andre, H. N. (2017) “Gamification as a platform for brand co-creation experiences” Doi: 10.1057/s41262-017-0055-3.
Bouwmeester, R.A.; de Kleijn, R.A.; Berg, I.E.V.D.; Cate, O.T.T.; van Rijen, H.V.; Westerveld, H.E. Flipping the medical classroom: Effect on workload, interactivity, motivation and retention of knowledge. Comput. Educ. 2019, 139, 118–128.
Koivisto, J. and Hamari, J. (2014) „Demographic differences in perceived benefits from gamification , Computers in Human Behavior. Elsevier Ltd, 35, pp. 179–188. Doi: 10.1016/j.chb.2014.03.007
Matallaoui, A. (2017) „How Effective Is “Exergamification”? A Systematic Review on the Effectiveness of Gamification Features in Exergames , pp. 3316–3325
Mitchell, R., Schuster, L. and Drennan, J. (2017) „Understanding how gamification influences behaviour in social marketing , Australasian Marketing Journal (AMJ). Elsevier Ltd, 25(1), pp. 12–19. Doi: 10.1016/j.ausmj.2016.12.001
Morganti, L., Pallavicini, F., Cadel, E., Candelieri, A. and Archetti, F. (2017) Energy Research & Social Science Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency , 29(May), pp. 95–102. Doi: 10.1016/j.erss.2017.05.001
Nah, F. F., Zeng, Q., Telaprolu, V. R., Ayyappa, A. P. and Eschenbrenner, B. (2014) Gamification of Education: A Review of Literature , 1st International Conference on HCI in Business (HCIB 2014), 8527, pp. 401–409. Doi: 10.1007/978-3-319-07293-7
Nakashima, R. and Maruyama, T. (2017) ScienceDirect Science Direct Gamification Approach to Smartphone-app-based Gamification Approach to Smartphone -app-based Mobility Management Mobility Management , Transportation Research Procedia. Elsevier B.V., 25, pp. 2349–2360. Doi: 10.1016/j.trpro.2017.05.234
Pratap, S., Gupta, A., Mateen, A. and Mahto, K. (2016) Playing games, receiving gifts, creating experiences and building brands , Marketing Intelligence & Planning, 34(4), pp. 486–503. Doi: 10.1108/02634501011078138
Xu, F., Tian, F., Buhalis, D., Weber, J. and Zhang, H. (2016) „Tourists as Mobile Gamers: Gamification for Tourism Marketing Tourists as mobile gamers: Gamification , 8408(February). Doi: 10.1080/10548408.2015.1093999
Yang, Y., Asaad, Y. and Dwivedi, Y. (2017) Examining the impact of gamification on intention of engagement and brand attitude in the marketing context , Computers in Human Behavior. Elsevier Ltd. doi: 10.1016/j.chb.2017.03.066
Zichermann, G., & Cunningham, C. (2011) Gamification by design: Implementing game mechanics in web and mobile apps,” O’Reilly Media, Inc.”.