Gamification of non-gaming products to drive engagement with brand

 
9783659907234: Gamification of non-gaming products to drive engagement with brand
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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.

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.

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1.

Ekaterina Rubatskaya
Publicado por LAP Lambert Academic Publishing Dez 2016 (2016)
ISBN 10: 3659907235 ISBN 13: 9783659907234
Nuevo Taschenbuch Cantidad disponible: 1
Librería
Rheinberg-Buch
(Bergisch Gladbach, Alemania)

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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2.

Ekaterina Rubatskaya
Publicado por LAP Lambert Academic Publishing Dez 2016 (2016)
ISBN 10: 3659907235 ISBN 13: 9783659907234
Nuevo Taschenbuch Cantidad disponible: 1
Librería
BuchWeltWeit Inh. Ludwig Meier e.K.
(Bergisch Gladbach, Alemania)

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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3.

Ekaterina Rubatskaya
Publicado por LAP Lambert Academic Publishing (2016)
ISBN 10: 3659907235 ISBN 13: 9783659907234
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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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4.

Ekaterina Rubatskaya
Publicado por LAP Lambert Academic Publishing Dez 2016 (2016)
ISBN 10: 3659907235 ISBN 13: 9783659907234
Nuevo Taschenbuch Cantidad disponible: 1
Impresión bajo demanda
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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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