Miralem Helmefalk
Senior lecturer
Department of Marketing and Tourism Studies
School of Business and Economics
We are accredited
The School of Business and Economics at Linnaeus University are accredited by The Association to Advance Collegiate Schools of Business; AACSB.
My ongoing research projects
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Project: Collaboration towards a gamified waste sorting house Can waste sorting be fun? We aim to build a new type of house for waste sorting and study the effects of gamification in connection to…
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Project: Social cues for environmental messaging in tourist destinations – an experimental design A project about social attention, tourism and environmental messages.
Publications
Article in journal (Refereed)
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Mccauley, B., Berndt, A., Helmefalk, M., Hedlund, D. (2024). Innovation in the esports servicescape : a media business research agenda. Journal of Media Business Studies.
Status: Epub ahead of print -
Helmefalk, M., Palmquist, A., Rosenlund, J. (2023). Understanding the mechanisms of household and stakeholder engagement in a recycling ecosystem : The SDL perspective. Waste Management. 160. 1-11.
Status: Published -
Eklund, A., Helmefalk, M. (2022). Congruency or incongruency : a theoretical framework and opportunities for future research avenues. Journal of Product & Brand Management. 31 (4). 606-621.
Status: Published -
Helmefalk, M., Rosenlund, J. (2020). Hedonic recycling : using gamification and sensory stimuli to enhance the recycling experience. EAI Endorsed Transactions on Serious Games. (18). 1-12.
Status: Published -
Helmefalk, M. (2019). Browsing behaviour as a mediator : the impact of multi-sensory cues on purchasing. Journal of Consumer Marketing. 36 (2). 253-263.
Status: Published -
Helmefalk, M., Lundqvist, S., Marcusson, L. (2019). The role of mechanics in gamification : an interdisciplinary perspective. International Journal of Virtual and Augmented Reality. 3 (1). 18-41.
Status: Published -
Helmefalk, M. (2019). An interdisciplinary perspective on gamification : mechanics, psychological mediators and outcomes. INTERNATIONAL JOURNAL OF SERIOUS GAMES. 6 (1). 3-26.
Status: Published -
Helmefalk, M., Marcusson, L. (2019). Gamification in a servicescape context : a conceptual framework. International Journal of Internet Marketing and Advertising. 13 (1). 22-46.
Status: Published -
Helmefalk, M., Berndt, A. (2018). Shedding light on the use of single and multisensory cues and their effect on consumer behaviours. International Journal of Retail & Distribution Management. 46 (11-12). 1077-1091.
Status: Published -
Helmefalk, M., Eklund, A. (2018). Fun and function? : The impact of experiential learning styles on hedonic and utilitarian values in classrooms. Journal of Interdisciplinary Studies in Education. 7 (1). 1-18.
Status: Published -
Helmefalk, M., Hultén, B. (2017). Multi-sensory congruent cues in designing retail store atmosphere : Effects on shoppers’ emotions and purchase behavior. Journal of Retailing and Consumer Services. 38. 1-11.
Status: Published -
Helmefalk, M. (2016). Congruency as a mediator in an IKEA retail setting : products, services and store image in relation to sensory cues. International Journal of Retail & Distribution Management. 44 (9). 956-972.
Status: Published
Conference paper (Refereed)
- Eklund, A.A., Helmefalk, M. (2024). Sensory brand congruence : A sensory cue-alignment framework. Presented at the 17th Global Brand Conference: "Conscientious Brands: Making Sustainability and Responsibility Work", Edinburgh, UK, April 22-24, 2024.
- Mccauley, B., Ehlers, A., Kopanidis, F., Helmefalk, M. (2023). From Digital Subcultures to Destination Tourism : Profiling Attendees at Multi Genre Festivals. Proceedings of the Annual Hawaii International Conference on System Sciences. 3974-3983.
- Sell, A., Jeansson, J., Helmefalk, M., Allmér, H., Marcusson, L. (2023). Conceptualizing information systems as biological ecosystems - a ”new” vocabulary for speaking of information systems. 36th Bled eConference – Digital Economy and Society: The Balancing Act for Digital Innovation in Times of Instability : June 25 – 28, 2023, Bled, Slovenia, Conference Proceedings. 647-662.
- Krath, J., Palmquist, A., Jedel, I., Barbopoulos, I., Helmefalk, M., et al. (2022). Does behaviour match user typologies? An exploratory cluster analysis of behavioural data from a gamified fitness platform. CEUR Workshop Proceedings, Volume 3147. 105-114.
- Berndt, A., Helmefalk, M., Mccauley, B. (2022). Building destination identity through esports events : The case of Jönköping, the ‘City of DreamHack’. Presented at the 5th Advances in Destination Management, Kalmar, Sweden, June 8-10, 2022.
- Calås, D., Helmefalk, M. (2022). Co-creating Competitive Gaming : Exploring the Institutional Role of Esports for Indie Game Development. Esports Research Network Conference: Sustainable Esports in the Digital Society : Book of Abstracts. 61-63.
- Helmefalk, M., Marcusson, L., Sell, A. (2020). “Who cares about fireworks?” : A study on digital coaching, gamification and exercise motivation. Proceedings of the 53rd Hawaii International Conference on System Sciences. 1266-1275.
- Eklund, A., Helmefalk, M. (2019). Brand experience and brand image : the mediating impact of brand passion and brand image in the context of car brands. .
- Sell, A., Walden, P., Carlsson, C., Helmefalk, M., Marcusson, L. (2019). Digital coaching to support university students’ physical activity. 32nd Bled eConference Humanizing Technology for a Sustainable Society, BLED 2019 : conference proceedings. 599-618.
- Eklund, A., Helmefalk, M. (2017). Visual-Tactile Multisensory Interplay : Literature Review and Research Directions. Proceedings of the 12th Global Brand Conference of the Academy of Marketing. 179-191.
- Helmefalk, M., Eklund, A., Hultén, B. (2016). The impact of olfactory congruent cues on consumer approach behavior. Presented at 45th European Marketing Academy (EMAC): Marketing in the age of data, Oslo, Norway, May 24-27, 2016.
Chapter in book (Refereed)
- Helmefalk, M., Berndt, A., Mccauley, B., Borg, M.E., Erlandsson, V. (2024). Organizing Esports Events. Routledge Handbook of Esports. Routledge. 302-314.
- Palmquist, A., Barbopoulos, I., Helmefalk, M. (2023). AUTOMATON : A Gamification Machine Learning Project. Encyclopedia of Data Science and Machine Learning. IGI Global. 3090-3101.
- Palmquist, A., Goethe, O., Krath, J., Rosenlund, J., Helmefalk, M. (2022). Design Implications for a Gamified Recycling House. HCI in Games : 4th International Conference, HCI-Games 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26–July 1, 2022, Proceedings. Cham, Springer. 289-305.
- Helmefalk, M. (2020). What can gamification learn from sensory marketing? : In the context of servicescapes. Utilizing gamification in servicescapes for improved consumer engagement. Hershey, IGI Global. 52-85.
- Helmefalk, M., Rosenlund, J. (2020). Make Waste Fun Again! A Gamification Approach to Recycling. Interactivity, Game Creation, Design, Learning, and Innovation : 8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019, Aalborg, Denmark, November 6–8, 2019, Proceedings. Cham, Switzerland, Springer. 415-426.
Collection (editor) (Refereed)
- Helmefalk, M., Marcusson, L. (2020). Utilizing gamification in servicescapes for improved consumer engagement. Hershey, IGI Global. 319.
Article, review/survey (Refereed)
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Eklund, A., Helmefalk, M. (2018). Seeing through touch : a conceptual framework of visual-tactile interplay. Journal of Product & Brand Management. Emerald Group Publishing Limited. 27 (5). 498-513.
Status: Published
Book (Other academic)
- Eklund, A., Helmefalk, M. (2022). Marknadsföring för alla sinnen. Lund, Studentlitteratur AB.
Doctoral thesis, comprehensive summary (Other academic)
- Helmefalk, M. (2017). Multi-sensory cues in interplay and congruency in a retail store context : Consumer emotions and purchase behaviors. Doctoral Thesis. Växjö, Linnaeus University Press. 114.
Other (Other (popular science, discussion, etc.))
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Kjørstad, E., Helmefalk, M. (2017). Slik får lukt og lyd oss til å kjøpe mer : Kunder brukte lengre tid og kjøpte mer når atmosfæren ble endret i butikken. forskning.no.
Nyhetsartikel på forskning.no
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Helmefalk, M. (2017). Marknadsföring riktad till våra sinnen ökar köplusten i butik. forskning.se.
Nyhetsartikel på forskning.se
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