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Utilizing Gamification in Servicescapes for Improved Consumer Engagement, Miralem Helmefalk, Leif Marcusson


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Автор: Miralem Helmefalk, Leif Marcusson
Название:  Utilizing Gamification in Servicescapes for Improved Consumer Engagement
ISBN: 9781799819714
Издательство: Mare Nostrum (Eurospan)
Классификация:



ISBN-10: 179981971X
Обложка/Формат: Paperback
Вес: 0.62 кг.
Дата издания: 30.06.2020
Серия: Sociology
Язык: English
Размер: 254 x 178 x 10
Читательская аудитория: Professional and scholarly
Ключевые слова: Consumerism,Economics,Graphics programming,Market research
Рейтинг:
Поставляется из: Англии
Описание: As consumers increase their purchases from online retailers, businesses must find exceedingly innovative ways to increase customer engagement. While online gaming has become increasingly prevalent, motivating customers through the same means has gained greater importance for businesses.

Utilizing Gamification in Servicescapes for Improved Consumer Engagement is a pivotal reference source that provides vital research on employing various gamification mechanics to alter and enhance certain behaviors in marketing contexts. While highlighting topics such as online gaming, user engagement, and target marketing, this book is ideally designed for retailers, advertisers, marketers, promotion coordinators, industry professionals, business executives, managers, researchers, academicians, and students seeking current research on bridging servicescapes and marketing literature with gamification.



Actionable Gamification - Beyond Points, Badges, and Leaderboards

Автор: Chou Yu-Kai
Название: Actionable Gamification - Beyond Points, Badges, and Leaderboards
ISBN: 0692858903 ISBN-13(EAN): 9780692858905
Издательство: Неизвестно
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Цена: 6207.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание:

The new era of Gamification and Human-Focused Design optimizes for motivation and engagement over traditional Function-Focused Design. Within the industry, studies on game mechanics and behavioral psychology have become proliferate. However, few people understand how to merge the two fields into experience designs that reliably increases business metrics and generates a return on investment. Gamification Pioneer Yu-kai Chou takes reader on a journey to learn his twelve years of obsessive research in creating the Octalysis Framework, and how to apply the framework to create engaging and successful experiences in their product, workplace, marketing, and personal lives.

Utilizing Gamification in Servicescapes for Improved Consumer Engagement

Автор: Miralem Helmefalk, Leif Marcusson
Название: Utilizing Gamification in Servicescapes for Improved Consumer Engagement
ISBN: 1799819701 ISBN-13(EAN): 9781799819707
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 30215.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: As consumers increase their purchases from online retailers, businesses must find exceedingly innovative ways to increase customer engagement. While online gaming has become increasingly prevalent, motivating customers through the same means has gained greater importance for businesses.

Utilizing Gamification in Servicescapes for Improved Consumer Engagement is a pivotal reference source that provides vital research on employing various gamification mechanics to alter and enhance certain behaviors in marketing contexts. While highlighting topics such as online gaming, user engagement, and target marketing, this book is ideally designed for retailers, advertisers, marketers, promotion coordinators, industry professionals, business executives, managers, researchers, academicians, and students seeking current research on bridging servicescapes and marketing literature with gamification.

Utilizing Consumer Psychology in Business Strategy

Автор: Tevfik Dalgic, Sevtap Unal
Название: Utilizing Consumer Psychology in Business Strategy
ISBN: 1522534482 ISBN-13(EAN): 9781522534488
Издательство: Mare Nostrum (Eurospan)
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Цена: 31324.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Consumer behavior is becoming increasingly complex in the current global market. A broader understanding of the psychologically driven motivation of consumers and characteristics of the consumer decision-making process is vital for effective customer engagement.Utilizing Consumer Psychology in Business Strategy provides emerging research on consumer behavior and decision-making processes through the lens of business advancement and innovation. While highlighting topics such as brand personality, consumer perception, and marketing strategy, this publication explores various types of consumer behavior and methods to maximize benefits and efficiency. This book is an important resource for business administrators, managers, practitioners, academics, and students seeking emerging research on the consumer markets.

Gamification and Games in Market Research: Increasing Consumer Engagement in Research for Business Success

Автор: Adamou Betty
Название: Gamification and Games in Market Research: Increasing Consumer Engagement in Research for Business Success
ISBN: 0749483350 ISBN-13(EAN): 9780749483357
Издательство: Неизвестно
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Цена: 9378.00 р.
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Описание: Create intrinsic engagement in the research sphere through gamification; exploit existing and emerging technologies, and glean better-quality, untapped data that cannot be obtained through traditional surveying methods.

Mixed reality and gamification for cultural heritage

Название: Mixed reality and gamification for cultural heritage
ISBN: 3319496069 ISBN-13(EAN): 9783319496061
Издательство: Springer
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Цена: 15372.00 р.
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Описание: This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general.

Business of gamification

Название: Business of gamification
ISBN: 1138340146 ISBN-13(EAN): 9781138340145
Издательство: Taylor&Francis
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Цена: 7042.00 р.
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Описание:

At the turn of the century the term gamification was introduced as a concept to understand the process of using game mechanics in non-game contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today.

The aim of The Business of Gamification is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamification been applied in businesses to this point, and what are the future scenarios? Theoretically, what are the contributions of gamification to existing academic knowledge? How does this change our understanding of how business are performing and its consequences, for organizations, consumers, and society in general?

This edited volume contains new, and stringent, perspectives on how gamification is contextualized in business settings, both in theory as well as in practice. This book will provide a wealth of research for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.

Mixed Reality and Gamification for Cultural Heritage

Автор: Ioannides Marinos, Magnenat-Thalmann Nadia, Papagiannakis George
Название: Mixed Reality and Gamification for Cultural Heritage
ISBN: 331984198X ISBN-13(EAN): 9783319841984
Издательство: Springer
Рейтинг:
Цена: 11878.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general.


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