Gamification and Consumer Engagement

Creating Value in Context of ICT Development de

, ,

Éditeur :

Springer


Collection :

Progress in IS

Paru le : 2020-11-12

eBook Téléchargement , DRM LCP 🛈 DRM Adobe 🛈
Lecture en ligne (streaming)
126,59

Téléchargement immédiat
Dès validation de votre commande
Image Louise Reader présentation

Louise Reader

Lisez ce titre sur l'application Louise Reader.

Description

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.



 
Pages
216 pages
Collection
Progress in IS
Parution
2020-11-12
Marque
Springer
EAN papier
9783030542047
EAN PDF
9783030542054

Informations sur l'ebook
Nombre pages copiables
2
Nombre pages imprimables
21
Taille du fichier
4383 Ko
Prix
126,59 €
EAN EPUB
9783030542054

Informations sur l'ebook
Nombre pages copiables
2
Nombre pages imprimables
21
Taille du fichier
4219 Ko
Prix
126,59 €