Artículos relacionados a Gamification of non-gaming products to drive engagement...

Gamification of non-gaming products to drive engagement with brand - Tapa blanda

 
9783659907234: Gamification of non-gaming products to drive engagement with brand
Ver todas las copias de esta edición ISBN.
 
 
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.
Biografía del autor:
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.

"Sobre este título" puede pertenecer a otra edición de este libro.

  • EditorialLAP LAMBERT Academic Publishing
  • Año de publicación2016
  • ISBN 10 3659907235
  • ISBN 13 9783659907234
  • EncuadernaciónTapa blanda
  • Número de páginas92

Comprar nuevo

Ver este artículo

Gastos de envío: EUR 23,00
De Alemania a Estados Unidos de America

Destinos, gastos y plazos de envío

Añadir al carrito

Los mejores resultados en AbeBooks

Imagen del vendedor

Ekaterina Rubatskaya
ISBN 10: 3659907235 ISBN 13: 9783659907234
Nuevo Taschenbuch Cantidad disponible: 2
Impresión bajo demanda
Librería:
BuchWeltWeit Ludwig Meier e.K.
(Bergisch Gladbach, Alemania)

Descripción Taschenbuch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - 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

Más información sobre este vendedor | Contactar al vendedor

Comprar nuevo
EUR 49,90
Convertir moneda

Añadir al carrito

Gastos de envío: EUR 23,00
De Alemania a Estados Unidos de America
Destinos, gastos y plazos de envío
Imagen del vendedor

Ekaterina Rubatskaya
ISBN 10: 3659907235 ISBN 13: 9783659907234
Nuevo Taschenbuch Cantidad disponible: 1
Impresión bajo demanda
Librería:
AHA-BUCH GmbH
(Einbeck, Alemania)

Descripción Taschenbuch. Condición: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - 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: 9783659907234

Más información sobre este vendedor | Contactar al vendedor

Comprar nuevo
EUR 49,90
Convertir moneda

Añadir al carrito

Gastos de envío: EUR 32,99
De Alemania a Estados Unidos de America
Destinos, gastos y plazos de envío
Imagen del vendedor

Ekaterina Rubatskaya
ISBN 10: 3659907235 ISBN 13: 9783659907234
Nuevo Tapa blanda Cantidad disponible: > 20
Librería:
moluna
(Greven, Alemania)

Descripción Condición: New. Nº de ref. del artículo: 159147429

Más información sobre este vendedor | Contactar al vendedor

Comprar nuevo
EUR 41,71
Convertir moneda

Añadir al carrito

Gastos de envío: EUR 48,99
De Alemania a Estados Unidos de America
Destinos, gastos y plazos de envío
Imagen de archivo

Ekaterina Rubatskaya
ISBN 10: 3659907235 ISBN 13: 9783659907234
Nuevo Paperback Cantidad disponible: 1
Librería:
Revaluation Books
(Exeter, Reino Unido)

Descripción Paperback. Condición: Brand New. 92 pages. 8.66x5.91x0.21 inches. In Stock. Nº de ref. del artículo: zk3659907235

Más información sobre este vendedor | Contactar al vendedor

Comprar nuevo
EUR 84,56
Convertir moneda

Añadir al carrito

Gastos de envío: EUR 11,64
De Reino Unido a Estados Unidos de America
Destinos, gastos y plazos de envío