Thomas LECLERCQ

Thomas LECLERCQ
Full Professor
Ph.D., Management Sciences, Marketing - Louvain School of Management
Head of Department
Filière : Marketing
Membre du LEM
Formation
  • 2017 : Ph.D., Management Sciences, Marketing, Louvain School of Management, Belgium
Expériences Professionnelles
Expérience académique :
  • 2018 - maintenant, Professor, IÉSEG School of Management, , France
  • 2017 - 2018, Lecturer, University of Namur and University of Notre Dame de la Paix, Namur, Belgium
  • 2017 - 2017, Lecturer, EDHEC Business School, Lille, France
  • 2012 - 2018, Teaching and Research Assistant, Louvain School of Management, Mons-Louvain, Belgium
Prix Scientifiques et Awards
Awards
  • 2018 : Best Dissertation Award in Service Research Finalist, SERVSIG
  • 2017 : The Bob Johnston Best Paper Award, International Research Symposium on Service Excellence in Management
  • 2016 : Most Innovative Paper Award, Elsevier
  • 2016 : Most Promising Young Researcher Award, Association Française du Marketing
  • 2016 : Best Communication Award, Association Française du Marketing
Articles publiés dans des revues à comité de lecture
  • Belghiti S., Hammedi W., Leclercq T., Henkens B., (2026). From smart service systems to smart service relationships (SSRs): conceptualization, dynamics, and practices,, Journal of Service Management, 37 (2) 227–251.
  • Leclercq T., Denis E., (2026). Asymmetric influence of moral actions on prosocial behavior: The role of moral balance in charitable donations, Nonprofit and Voluntary Sector Quarterly, NA (NA) NA.
  • Leclercq T., Wafa Hammedi W., Talaat D., (2026). THE GAMIFICATION PARADOX: WHEN LOSING FUELS ENGAGEMENT BUT STRAINS WORKPLACE BONDS, Journal of Business Research, / (/) /.
Afficher tout
  • Leclercq T., Nazifi A., Holger H., Marder B., (2025). Spinning the Wheel: The Effectiveness of Gamification in Service Recovery, Journal of Service Research, 28 (3) 469-487.
  • Leclercq T., Steil Nadia, Wafa Hammedi W., (2024). Gamification Myopia: Satiation Effects in Gamified Activities, Journal of Service Research, 27 (2) 213-230.
  • Leclercq T., Danis E., Hoornaert S., (2024). Trust me, I am famous: Legitimating attractive celebrities as credible endorsers for charitable organizations, Journal of Marketing Management, 40 (1-2) 102-128.
  • Leclercq T. J., Denis E., Ritondo R., (2023). Dites-moi pourquoi, ou dites-moi pour qui : Formuler les demandes de don en fonction de l’orientation politique, Recherche et Applications en Marketing, 38 (2) 28-61.
  • Leclercq T. J., Poncin I., (2023). Breaking Down the Crowd of backers: Profiling Cooperative Strategies on a Reward-based Crowdfunding Platform, Journal of Marketing Management, 39 (13-14) 1366-1390.
  • Leclercq Thomas, Ciuchita Robert, Heller Jonas, Köcher Sarah, Köcher Sören , Sidaoui Karim , Stead Susan, (2023). It’s Really Not a Game: An Integrative Review of Gamification for Service Research, Journal of Service Research, 26 (1) 3-20.
  • Leclercq T. J., (2022). No pain, no gain! The uncertainty-to- win effect on customer experience quality through gamified interaction, Recherche et Applications en Marketing, 37 (3) 71-100.
  • Leclercq T. J., Poncin I., Hammedi W., (2020). Opening the black box of gameful experience: Implications for gamification process design, Journal of Retailing and Consumer Services, 52 (january) 1-10.
  • Leclercq T. J., Poncin I., Hammedi W., Kullak Avreliane A., Linda Hollebeek L., (2020). When Gamification Backfires: The Impact of Perceived Justice on Online Community Contributions, Journal of Marketing Management, 36 (5-6) 550-577.
  • Leclercq T. J., Hammedi W., Poncin I., Alkire L., (2020). Uncovering the Dark Side of Gamification at Work: Impacts on Engagement and Well-Being, Journal of Business Research, 122 (1) 246-269.
  • Leclercq T., Hammedi Wafa, Poncin Ingrid, (2018). The Boundaries of Gamification for Engaging Customers: Effects of Losing a Contest in Online Co-creation Communities, Journal of Interactive Marketing, 44 82-101.
  • Hammedi Wafa, Leclercq T., van Riel Allard, (2017). The use of gamification mechanics to increase employee and user engagement in participative healthcare services, Journal of Service Management, 28 (4) 640-661.
  • Leclercq T., Poncin Ingrid, Hammedi Wafa, (2017). The Engagement Process During Value Co- Creation: Gamification in New Product- Development Platforms, International Journal of Electronic Commerce, 21 (4) 454-488.
  • Poncin Ingrid, Garnier Marion, Ben Mimoun Mohammed, Leclercq T., (2017). Smart technologies and shopping experience: Are gamification interfaces effective? The case of the Smartstore, Technological Forecasting and Social Change, 124 320-331.
  • Leclercq T., Hammedi Wafa, Poncin Ingrid, (2016). Ten years of value cocreation: An integrative review, Recherche et Applications en Marketing, 31 (3) 26-60.
  • Leclercq T. J., Friedman Mike, (2015). Brand discrimination: an implicit measure of the strength of mental brand representations, PLOS ONE, 10 (3) 1-24.
Chapitres de livres
  • Leclercq T. J., Poncin I., Hammedi W., (2019), Customer Engagement: The Role of Gamification, in: Handbook of Research on Customer Engagement.
Domaine de Recherche
  • Marketing