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Evaluating the role of gamification and flow in e-consumers: millennials versus generation X

dc.contributor.authorGarcía Jurado, Alejandro
dc.contributor.authorCastro González, Pilar 
dc.contributor.authorTorres Jiménez, Mercedes 
dc.contributor.authorLeal Rodríguez, Antonio Luis
dc.date.accessioned2024-02-05T17:06:35Z
dc.date.available2024-02-05T17:06:35Z
dc.date.issued2019
dc.identifier.citationGarcía-Jurado, A., Castro-González, P., Torres-Jiménez, M. and Leal-Rodríguez, A.L. (2019), "Evaluating the role of gamification and flow in e-consumers: millennials versus generation X", Kybernetes, Vol. 48 No. 6, pp. 1278-1300. https://doi.org/10.1108/K-07-2018-0350es
dc.identifier.issn0368-492X
dc.identifier.urihttps://hdl.handle.net/20.500.12412/5030
dc.description.abstractThis research has three main objectives. First, it examines influence of gamification on the behavioral intention to use an e-commerce platform. Second, it analyzes the role of the flow state given its importance in terms of behavior in online environments. Finally, the study aims to detect and analyze differences between Millennials and Generation X.es
dc.description.abstractEs la versión enviada del artículo. Se puede consultar la versión final en https://doi.org/10.1108/K-07-2018-0350
dc.language.isoenges
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.titleEvaluating the role of gamification and flow in e-consumers: millennials versus generation Xes
dc.typearticlees
dc.identifier.doi10.1108/K-07-2018-0350
dc.issue.number6es
dc.journal.titleKyberneteses
dc.rights.accessRightsopenAccesses
dc.subject.keywordE-commercees
dc.subject.keywordMillenniales
dc.subject.keywordGamificationes
dc.subject.keywordTechnology acceptance modeles
dc.subject.keywordFlowes
dc.subject.keywordBehaviores
dc.volume.number48es


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