Gamification of non-gaming products to drive engagement with brand

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Details

The development of internet and smartphones has greatly influenced the new trend to implement real-life (offline) strategies and techniques that are working in the real time, oriented to many users and communities. Generally, gamification is the concept, which comes from the digital media industry. This book proposes to be a practical input to investigate implementation of gamification as a marketing concept in various industries and via different channels through 22 implemented cases from brands. Additional idea was to identify the most frequently used drives inside of each gamified campaign based on Octalysis framework by Yu-kai Chou. It points out that gaming environment is really powerful and can be implemented in different fields of life not only as a marketing concept for business or virtual gaming world.

Autorentext

Ekaterina Rubatskaya completed her Msc degree in Marketing at Università della svizzera italiana,Switzerland in 2015; spent Exchange term abroad at Copenhagen Business School in 2012 and her BSc. degree in Economics at Kuban State Univesity University, Russia in 1999.

Weitere Informationen

  • Allgemeine Informationen
    • GTIN 09783659907234
    • Sprache Englisch
    • Genre Economy
    • Anzahl Seiten 92
    • Größe H220mm x B150mm
    • Jahr 2016
    • EAN 9783659907234
    • Format Kartonierter Einband
    • ISBN 978-3-659-90723-4
    • Titel Gamification of non-gaming products to drive engagement with brand
    • Autor Ekaterina Rubatskaya
    • Herausgeber LAP LAMBERT Academic Publishing

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