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Games are the most engaging medium of all time: they harness
storytelling and heuristics, drive emotion and push the evolution
of technology in a way that no other platform has or can. It's no
surprise, then, that games and gamification are revolutionizing the
market research industry, offering opportunities to reinvigorate
the notoriously sluggish engagement levels seen in traditional
surveying methods. This not only improves data quality, but offers
untapped insights unattainable through traditional methods. Games
and Gamification in Market Research shows readers how to design
ResearchGames and Gamified Surveys that will intrinsically engage
participants and how best to use these methodologies to become, and
stay, commercially competitive. In a world where brands and
organizations are increasingly interested in the feelings and
contexts that drive consumer choices, Games and Gamification in
Market Research gives readers the skills to use the components in
games to encourage play and observe consumer behaviours via
simulations for predictive modelling. Written by Betty Adamou, the
UK's leading research game designer and named as one of seven women
shaping the future of market research, it explains the ways in
which these methodologies will evolve with technologies such as
virtual reality and artificial intelligence, and how it will shape
research careers. Alongside a companion website, this book provides
a fully immersive and fascinating overview of game-based research.
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