| 000 | 02795nam a22003375i 4500 | ||
|---|---|---|---|
| 999 |
_c239101 _d239101 |
||
| 001 | 239101 | ||
| 003 | ES-VaUE | ||
| 005 | 20240814131943.0 | ||
| 006 | a||||fo|||| 00| 0 | ||
| 007 | cr nn 008mamaa | ||
| 008 | 201112s2021 sz | o |||| 0|eng d | ||
| 020 | _a9783030542054 | ||
| 024 | 7 |
_a10.1007/978-3-030-54205-4 _2doi |
|
| 040 |
_aES-VaUE _bspa _cES-VaUE _dES-VaUE |
||
| 050 | 4 |
_aHF5415.32 _b2021 EB |
|
| 245 | 0 | 0 |
_aGamification and Consumer Engagement : _bCreating Value in Context of ICT Development _cedited by Rimantas Gatautis, Jūratė Banytė, Elena Vitkauskaitė |
| 250 | _a1st ed. 2021 | ||
| 264 | 1 |
_aCham _c2021 _bSpringer International Publishing |
|
| 300 | _a1 recurso en línea | ||
| 336 |
_atexto _btxt _2rdacontent |
||
| 337 |
_aelectrónico _bc _2rdamedia |
||
| 338 |
_arecurso electrónico _bcr _2rdacarrier |
||
| 490 | 0 |
_aProgress in IS _x2196-8713 |
|
| 505 | 0 | _aIntroduction -- The concept of shared value in the context of newest marketing theories -- Consumer engagement in the context of value creation -- Expression of the concept of gamification in the context of ICT development -- The conceptual model of gamification-based consumer engagement in value creation -- Research methodology of gamification-based consumer engagement in value creation in the context of ICT development -- Research results of gamification-based consumer engagement in value creation in the context of ICT development -- Conclusions and further research directions. | |
| 520 | _aIn the context of rapid ICT development, this book focuses on how gamification affects consumer engagement and can be used to create a shared value for customers and companies. Based on the constructs of shared value, consumer engagement and gamification, it creates a conceptual model and a research methodology to enable empirical testing and provide complex empirical research findings. The book demonstrates the use of game elements and the motivation to play games as a means of achieving a psychological effect, i.e., consumer engagement manifested through gamified activities and brand engagement. This joint empirical study, by an expert team, concludes that the analysis of consumer perceived value in the context of engagement in gamified activities should distinguish between not just the theoretically identified company/brand-related economic, emotional, functional and social values, but also between engagement-related social and functional values. | ||
| 988 | _aSpringer_Business_2021 | ||
| 650 | 7 |
_2embne _929129 _aGestión de marketing |
|
| 856 | 4 | 0 |
_uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-030-54205-4 _zAcceso a este recurso digital (usuarios Universidad Europea de Valencia) |
| 942 |
_2lcc _cLE |
||
| 998 |
_db _b08/2024 _eb _zSI |
||