This paper considers the marketing concept of gamification. This includes most loyalty programs, but, in addition, has tentacles in many other areas of marketing. It is a concept which has been growing rapidly in the marketing field. While a lot has been written about it, there is little quantitative analysis of its impact. In this paper, we perform a statistical analysis using a database of about 1,100 people and several variables, related to the restaurant industry in particular. We consider several hypotheses. One is whether the consumer loyalty engendered by gamification differs by gender. Another is the relationship between customer loyalty engendered by gamification and some restaurant-specific measures, such as frequency of visits to the restaurant, amount of money spent at a restaurant, and the impact of special rewards programs. We also consider which variables are significant in a predictive model with the dependent variable: I would visit a restaurant more often with the presence of as points-based reward program, and several of the earlier-considered variables as independent variables
To being an online has been increasing every day. Employees are online day long by different method of access to web sources. To understand and lead to positive results of technology using is an important and practical matter for companies since it is so inevitable. The main purpose of this paper to examine the role of cyberloafing to predict innovative work behavior of employees in Adana and Mersin/Turkey from the banking sector. Doorn’s (2011) Cyberloafing Questionnaire and Innovative Work Behavior Scale (originally Janssen, 2000) were used for data gathering and both measures used that have been used and validated previously by other studies. Data were collected from 200 employees, with a .50 percent response rate. Questionnaires are completed anonymously. The sample of the study comprised men (n = 48) and women (n = 52), respondents’ average age was 31 years. Stepwise regression function of SPSS was applied to see the per role of cyberloafing dimensions on innovative work behavior and t test was used to understand the group mean difference between gender and public & private organization types. The result of the study shows that informational function with β =.20, p <.001; social function with β =.13, p <.05, while leisure function with β = -. 11, p <.05 effect on innovative work behaviors. Thus this unique research, it is aimed to start new discussions in the literature, to find constructive way of managing the reality of cyberloafing in today’s’ online workplace.