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Gamification and consumer engagement...
~
Banyte, Jurate.
Gamification and consumer engagementcreating value in context of ICT development /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Gamification and consumer engagementedited by Rimantas Gatautis, Jurate Banyte, Elena Vitkauskaite.
Reminder of title:
creating value in context of ICT development /
other author:
Gatautis, Rimantas.
Published:
Cham :Springer International Publishing :2021.
Description:
viii, 216 p. :ill., digital ;24 cm.
Contained By:
Springer Nature eBook
Subject:
Gamification.
Online resource:
https://doi.org/10.1007/978-3-030-54205-4
ISBN:
9783030542054$q(electronic bk.)
Gamification and consumer engagementcreating value in context of ICT development /
Gamification and consumer engagement
creating value in context of ICT development /[electronic resource] :edited by Rimantas Gatautis, Jurate Banyte, Elena Vitkauskaite. - Cham :Springer International Publishing :2021. - viii, 216 p. :ill., digital ;24 cm. - Progress in IS,2196-8705. - Progress in IS..
Introduction -- The concept of shared value in the context of newest marketing theories -- Consumer engagement in the context of value creation -- Expression of the concept of gamification in the context of ICT development -- The conceptual model of gamification-based consumer engagement in value creation -- Research methodology of gamification-based consumer engagement in value creation in the context of ICT development -- Research results of gamification-based consumer engagement in value creation in the context of ICT development -- Conclusions and further research directions.
In the context of rapid ICT development, this book focuses on how gamification affects consumer engagement and can be used to create a shared value for customers and companies. Based on the constructs of shared value, consumer engagement and gamification, it creates a conceptual model and a research methodology to enable empirical testing and provide complex empirical research findings. The book demonstrates the use of game elements and the motivation to play games as a means of achieving a psychological effect, i.e., consumer engagement manifested through gamified activities and brand engagement. This joint empirical study, by an expert team, concludes that the analysis of consumer perceived value in the context of engagement in gamified activities should distinguish between not just the theoretically identified company/brand-related economic, emotional, functional and social values, but also between engagement-related social and functional values.
ISBN: 9783030542054$q(electronic bk.)
Standard No.: 10.1007/978-3-030-54205-4doiSubjects--Topical Terms:
830470
Gamification.
LC Class. No.: HF5415.32 / .G35 2021
Dewey Class. No.: 658.8342
Gamification and consumer engagementcreating value in context of ICT development /
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edited by Rimantas Gatautis, Jurate Banyte, Elena Vitkauskaite.
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Introduction -- The concept of shared value in the context of newest marketing theories -- Consumer engagement in the context of value creation -- Expression of the concept of gamification in the context of ICT development -- The conceptual model of gamification-based consumer engagement in value creation -- Research methodology of gamification-based consumer engagement in value creation in the context of ICT development -- Research results of gamification-based consumer engagement in value creation in the context of ICT development -- Conclusions and further research directions.
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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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Banyte, Jurate.
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Business and Management (SpringerNature-41169)
based on 0 review(s)
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電子館藏
Items
1 records • Pages 1 •
1
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000000194452
電子館藏
1圖書
電子書
EB HF5415.32 .G192 2021 2021
一般使用(Normal)
On shelf
0
1 records • Pages 1 •
1
Multimedia
Multimedia file
https://doi.org/10.1007/978-3-030-54205-4
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