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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.

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