참고문헌
- Bittner, J.V. and Shipper, J., Mativational effects and age differences of gamification in product advertising. Journal of Consumer Marketing, 2014, Vol. 31, No. 5, pp. 391-400. https://doi.org/10.1108/JCM-04-2014-0945
- Bunchball, Gamification for Enhanced Sales Performance, Bunchball, Inc., July 2012, pp. 1-4.
- Chung, C., Schmit, T.M., Dong, D. and Kaiser, H.M., Economic Evaluation of Shelf-Space Management in Grocery Stores. Agribusiness, 2007, Vol. 23, No. 4, pp. 583-597. https://doi.org/10.1002/agr.20141
- Dale, S., Gamification : Making work fun, or making fun of work?, Business Information Review, 2014, Vol. 31, No. 2, pp. 82-90. https://doi.org/10.1177/0266382114538350
- Dreze, X. Hoch, S.J., and Purk, M.E., Shelf Management and Space Elasticity. Journal of Retailing, 1994, Vol. 70, No. 4, pp. 301-326. https://doi.org/10.1016/0022-4359(94)90002-7
- Esbjerg, L., Buck, N., and Grunert, K.G., Making working in retailing interesting : A study of human resource management practices in Danish grocery retail chains. Journal of Retailing and Consumer Services, 2010, No. 17, pp. 97-108. https://doi.org/10.1016/j.jretconser.2009.10.004
- Fogg, B.J., A Behavior Model for Persuasive Design, Persuasive'09, April 26-29, Claremont, California, USA.
- Gartner, Gartner predicts over 70 percent of global 2000 organizations will have at least one gamified application by 2014, available at: www.gartner.com/newsroom/id/1844115, 2011.
- Gerard, P.C. and Gurhan, K.A., Category Management and Coordination in Retail Assortment Planning in the Presence of Basket Shopping Consumers. Management Science, 2007, Vol. 53, No. 6, pp. 934-951. https://doi.org/10.1287/mnsc.1060.0661
- Grewal, D., Levy, M. and Kumar, V., Customer experience management in retailing : an organizing framework. Journal of Retailing, 2009, Vol. 85, No. 1, pp. 1-14. https://doi.org/10.1016/j.jretai.2009.01.001
- Gruen, T.W., Corsten, D.S., and Bharadwaj, S., Retail Out-of-Stocks : A Worldwide Examination of Extent, Causes and Consumer Responses, The Grocery Manufacturers of America, 2002, pp. 18-28.
- Harman, K., Koohang, A., and Paliszkiewicz, J., Scholarly interest in gamification : a citation network analysis. Industrial Management and Data Systems, 2014, Vol. 114, No. 9, pp. 1438-1452. https://doi.org/10.1108/IMDS-07-2014-0208
- Herger, M., Gamification in Sales and Support. EGC Media, 2014.
- Insley, V. and Nunan, D., Gamification and the online retail experience. International Journal of Retail and Distribution Management, 2014, Vol. 42, No. 5, pp. 340-351. https://doi.org/10.1108/IJRDM-01-2013-0030
- Irion, J., Lu, J.-C, Al-Khayyal, F., and Tsao, Y-C., A piecewise linearization framework for retail shelf space management models. European Journal of Operational Research, 2012, Vol. 222, No. 1, pp. 122-136. https://doi.org/10.1016/j.ejor.2012.04.021
- Jung, J., Schneider, C., and Valacich, J., Enhancing the motivational affordance of information systems : The effects of real-time performance feedback and goal setting in group collaboration environments. Management Science, 2010, Vol. 56, No. 4, pp. 724-742. https://doi.org/10.1287/mnsc.1090.1129
- Keh, H.T. and Teo, C.H., Retail customers as partial employees in service provision : a conceptual framework. International Journal of Retail and Distribution Management, 2001, Vol. 29, No. 8, pp. 370-378. https://doi.org/10.1108/09590550110396944
- Lazzaro, N., Why We Play Games : Four Keys to More Emotion Without Story, available at://xeodesign.com/xeodesign_whyweplaygames.pdf D6. Deploy the appropriate tools, 2004.
- Pramatari, K. and Miliotis, P., The impact of collaborative store ordering on shelf availability. Supply Chain Management : An International Journal, 2008, Vol. 13, No. 1, pp. 49-61. https://doi.org/10.1108/13598540810850319
- Paik, S., The Innovation of Distribution and Logistics at Large discount retailer, ROK : Nopun Oreum, 2010.
- Technavia, Global Gamification Market 2014-2018, 2014, available at: www.technavio.com/report/global-gamification-market-2014-2018.
- Werbach, K. and Hunter, D., For the Win How Game Thinking Can Revolutionize Your Business, The Wharton School : Wharton Digital Press, 2012.