0
Your cart

Your cart is empty

Browse All Departments
  • All Departments
Price
  • R2,500 - R5,000 (2)
  • -
Status
Brand

Showing 1 - 2 of 2 matches in All Departments

Gamification and Consumer Engagement - Creating Value in Context of ICT Development (Paperback, 1st ed. 2021): Rimantas... Gamification and Consumer Engagement - Creating Value in Context of ICT Development (Paperback, 1st ed. 2021)
Rimantas Gatautis, Jurate Banyte, Elena Vitkauskaite
R3,699 Discovery Miles 36 990 Ships in 10 - 15 working days

In the context of rapid ICT development, this book focuses on how gamification affects consumer engagement and can be used to create a shared value for customers and companies. Based on the constructs of shared value, consumer engagement and gamification, it creates a conceptual model and a research methodology to enable empirical testing and provide complex empirical research findings. The book demonstrates the use of game elements and the motivation to play games as a means of achieving a psychological effect, i.e., consumer engagement manifested through gamified activities and brand engagement. This joint empirical study, by an expert team, concludes that the analysis of consumer perceived value in the context of engagement in gamified activities should distinguish between not just the theoretically identified company/brand-related economic, emotional, functional and social values, but also between engagement-related social and functional values.

Gamification and Consumer Engagement - Creating Value in Context of ICT Development (Hardcover, 1st ed. 2021): Rimantas... Gamification and Consumer Engagement - Creating Value in Context of ICT Development (Hardcover, 1st ed. 2021)
Rimantas Gatautis, Jurate Banyte, Elena Vitkauskaite
R3,732 Discovery Miles 37 320 Ships in 10 - 15 working days

In the context of rapid ICT development, this book focuses on how gamification affects consumer engagement and can be used to create a shared value for customers and companies. Based on the constructs of shared value, consumer engagement and gamification, it creates a conceptual model and a research methodology to enable empirical testing and provide complex empirical research findings. The book demonstrates the use of game elements and the motivation to play games as a means of achieving a psychological effect, i.e., consumer engagement manifested through gamified activities and brand engagement. This joint empirical study, by an expert team, concludes that the analysis of consumer perceived value in the context of engagement in gamified activities should distinguish between not just the theoretically identified company/brand-related economic, emotional, functional and social values, but also between engagement-related social and functional values.

Free Delivery
Pinterest Twitter Facebook Google+
You may like...
Studies in the sermon on the mount
D. Martyn Lloyd-Jones, Martin Lloyd Williams Paperback R860 R702 Discovery Miles 7 020
Loot
Nadine Gordimer Paperback  (2)
R398 R330 Discovery Miles 3 300
Bantex @School Triangular Pencils - HB…
R26 Discovery Miles 260
Casio LW-200-7AV Watch with 10-Year…
R999 R884 Discovery Miles 8 840
Sony PlayStation 5 DualSense Wireless…
R1,599 R1,479 Discovery Miles 14 790
Dala Craft Pom Poms - Assorted Colours…
R36 Discovery Miles 360
Multi Colour Animal Print Neckerchief
R119 Discovery Miles 1 190
Rotatrim A4 Paper Ream (80gsm)(500…
R97 Discovery Miles 970
Little Big Paw Chicken Wet Dog Food Tin…
R815 Discovery Miles 8 150
Morbius
Jared Leto, Matt Smith, … DVD R179 Discovery Miles 1 790

 

Partners