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Gamification of non-gaming products to drive engagement with brand (Paperback)

Ekaterina Rubatskaya

ISBN 10: 3659907235 / ISBN 13: 9783659907234
Editorial: LAP Lambert Academic Publishing, 2016
Nuevos Condición: New Encuadernación de tapa blanda
Librería: The Book Depository EURO (London, Reino Unido)

Librería en AbeBooks desde: 29 de abril de 2014 Valoración librería Valoración 3 estrellas

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Descripción

Language: English . Brand New Book. 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. N° de ref. de la librería KNV9783659907234

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Detalles bibliográficos

Título: Gamification of non-gaming products to drive...

Editorial: LAP Lambert Academic Publishing

Año de publicación: 2016

Encuadernación: Paperback

Condición del libro: New

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Reseña del editor:

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.

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Mail, and International by Priority Airmail. Orders usually ship within 1-2
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Priority Airmail. We are happy to accept returns up to 30 days from purchase.
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