Volume & Issue: Volume 13, Issue 1, February 2026, Pages 1-173 
Gamifying Human Behavior: How Gamification Drives Consumer Stickiness in E-Commerce

Pages 1-38

10.22034/ijsom.2026.110809.3403

Nhan-Thanh Thi Nguyen; Tri-Quan Dang; Son-Hoang Dang; Luan-Thanh Nguyen; Anh-Ly Quynh; Dang Thi Viet Duc


An End-to-End CRISP-DM Machine Learning Pipeline for Forecasting Demand in FMCG Chain Stores

Pages 133-156

10.22034/ijsom.2026.110857.3442

Amir Mohammad Khani; Arman Rezasoltani; Maghsoud Amiri; Ali Husseinzadeh Kashan