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Image of Gamification and Consumer Engagement

Electronic Resource

Gamification and Consumer Engagement

Gatautis, Rimantas - Personal Name; Banytė, Jūratė - Personal Name; Vitkauskaitė, Elena - Personal Name;

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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.


Availability
Inventory Code Barcode Call Number Location Status
2108000033EB0004696658.834 2 GamCentral Library (OPAC)Available
Detail Information
Series Title
Progress in IS
Call Number
658.834 2 Gam
Publisher
Switzerland : Springer Cham., 2021
Collation
viii, 216p.:Ill
Language
English
ISBN/ISSN
978-3-030-54205-4
Classification
658.834 2
Content Type
Ebook
Media Type
-
Carrier Type
online resource
Edition
1
Subject(s)
Consumer Behavior
Specific Detail Info
-
Statement of Responsibility
BRF
Other version/related

No other version available

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  • Gamification and Consumer Engagement
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