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Ekaterina Rubatskaya

Publicado por LAP Lambert Academic Publishing Dez 2016 (2016)

ISBN 10: 3659907235 ISBN 13: 9783659907234

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Vendedor: Rheinberg-Buch (Bergisch Gladbach, Alemania)

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Descripción: LAP Lambert Academic Publishing Dez 2016, 2016. Taschenbuch. Condición: Neu. Neuware - 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. 92 pp. Englisch. Nº de ref. del artículo: 9783659907234

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Ekaterina Rubatskaya

Publicado por LAP Lambert Academic Publishing Dez 2016 (2016)

ISBN 10: 3659907235 ISBN 13: 9783659907234

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Vendedor: BuchWeltWeit Inh. Ludwig Meier e.K. (Bergisch Gladbach, Alemania)

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Descripción: LAP Lambert Academic Publishing Dez 2016, 2016. Taschenbuch. Condición: Neu. Neuware - 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. 92 pp. Englisch. Nº de ref. del artículo: 9783659907234

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Ekaterina Rubatskaya

Publicado por LAP Lambert Academic Publishing (2016)

ISBN 10: 3659907235 ISBN 13: 9783659907234

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Vendedor: The Book Depository EURO (London, Reino Unido)

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Descripción: LAP Lambert Academic Publishing, 2016. Paperback. Condición: New. 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. Nº de ref. del artículo: KNV9783659907234

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Ekaterina Rubatskaya

Publicado por LAP Lambert Academic Publishing Dez 2016 (2016)

ISBN 10: 3659907235 ISBN 13: 9783659907234

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Vendedor: AHA-BUCH GmbH (Einbeck, Alemania)

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Descripción: LAP Lambert Academic Publishing Dez 2016, 2016. Taschenbuch. Condición: Neu. This item is printed on demand - Print on Demand Neuware - 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. 92 pp. Englisch. Nº de ref. del artículo: 9783659907234

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