Dekorationsartikel gehören nicht zum Leistungsumfang.
Gamification and Consumer Engagement
Creating Value in Context of ICT Development
Taschenbuch von Rimantas Gatautis (u. a.)
Sprache: Englisch

118,95 €*

inkl. MwSt.

Versandkostenfrei per Post / DHL

Lieferzeit 1-2 Wochen

Kategorien:
Beschreibung
In 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.
In 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.
Über den Autor
Rimantas Gatautis (1974-2018) was a Principal investigator leading the Digitalisation Research Group at Kaunas University of Technology (Lithuania). Prof. Gatautis had wide-ranging experience of implementing European Commission funded projects in the Leonardo da Vinci, EUREKA, COST, Interreg, the Sixth Framework Programme (FP6), and H2020 programs. His latest research focused on ICT influence on enterprise transformation in the transition economies, e-business models in transition economies, socio-economic aspects of ICT adoption, and on processes of governance and democracy, knowledge-driven innovations, social networks, and gamification.

J¿rat¿ Banyt¿ is Professor of Marketing at the Sustainable Management Research Group, School of Economics and Business, Kaunas University of Technology (Lithuania). She has been involved in EUREKA, the Sixth Framework Programme (FP6), Leonardo da Vinci and other projects funded by the European Commission, and leads the COST programme component 'From Sharing to Caring: Examining Socio-Technical Aspects of the Collaborative Economy'. Her main fields of academic interests are consumer behavior, sustainable consumption, consumer engagement and value management, among others.
Elena Vitkauskait¿ is a Researcher of the Digitalisation Research Group, and Lecturer of Digital Marketing, Kaunas University of Technology (Lithuania). She has been involved in various research projects funded by the Lithuanian government and the European Commission (e.g. the Sixth Framework Programme (FP6), Interreg IVC, H2020) related to e-Business and e-Government. Her research interests include modeling business processes, quality measurement of electronic services, cross-cultural issues on the web, social network sites, gamification, and digital transformation.
Zusammenfassung

Conceptualizes shared value, consumer engagement, and gamification theoretically

Presents a research methodology to study the effects of gamification on consumer engagement

Demonstrates the model empirically to understand consumer perceived value and its channels of influence

Inhaltsverzeichnis

Introduction.- 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.

Details
Erscheinungsjahr: 2021
Fachbereich: Werbung & Marketing
Genre: Wirtschaft
Rubrik: Recht & Wirtschaft
Medium: Taschenbuch
Seiten: 224
Reihe: Progress in IS
Inhalt: viii
216 S.
17 s/w Illustr.
216 p. 17 illus.
ISBN-13: 9783030542078
ISBN-10: 3030542076
Sprache: Englisch
Ausstattung / Beilage: Paperback
Einband: Kartoniert / Broschiert
Redaktion: Gatautis, Rimantas
Vitkauskait¿, Elena
Banyt¿, J¿rat¿
Herausgeber: Rimantas Gatautis/Jurate Banyte/Elena Vitkauskaite
Auflage: 1st ed. 2021
Hersteller: Springer International Publishing
Progress in IS
Maße: 235 x 155 x 13 mm
Von/Mit: Rimantas Gatautis (u. a.)
Erscheinungsdatum: 13.11.2021
Gewicht: 0,347 kg
preigu-id: 120715194
Über den Autor
Rimantas Gatautis (1974-2018) was a Principal investigator leading the Digitalisation Research Group at Kaunas University of Technology (Lithuania). Prof. Gatautis had wide-ranging experience of implementing European Commission funded projects in the Leonardo da Vinci, EUREKA, COST, Interreg, the Sixth Framework Programme (FP6), and H2020 programs. His latest research focused on ICT influence on enterprise transformation in the transition economies, e-business models in transition economies, socio-economic aspects of ICT adoption, and on processes of governance and democracy, knowledge-driven innovations, social networks, and gamification.

J¿rat¿ Banyt¿ is Professor of Marketing at the Sustainable Management Research Group, School of Economics and Business, Kaunas University of Technology (Lithuania). She has been involved in EUREKA, the Sixth Framework Programme (FP6), Leonardo da Vinci and other projects funded by the European Commission, and leads the COST programme component 'From Sharing to Caring: Examining Socio-Technical Aspects of the Collaborative Economy'. Her main fields of academic interests are consumer behavior, sustainable consumption, consumer engagement and value management, among others.
Elena Vitkauskait¿ is a Researcher of the Digitalisation Research Group, and Lecturer of Digital Marketing, Kaunas University of Technology (Lithuania). She has been involved in various research projects funded by the Lithuanian government and the European Commission (e.g. the Sixth Framework Programme (FP6), Interreg IVC, H2020) related to e-Business and e-Government. Her research interests include modeling business processes, quality measurement of electronic services, cross-cultural issues on the web, social network sites, gamification, and digital transformation.
Zusammenfassung

Conceptualizes shared value, consumer engagement, and gamification theoretically

Presents a research methodology to study the effects of gamification on consumer engagement

Demonstrates the model empirically to understand consumer perceived value and its channels of influence

Inhaltsverzeichnis

Introduction.- 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.

Details
Erscheinungsjahr: 2021
Fachbereich: Werbung & Marketing
Genre: Wirtschaft
Rubrik: Recht & Wirtschaft
Medium: Taschenbuch
Seiten: 224
Reihe: Progress in IS
Inhalt: viii
216 S.
17 s/w Illustr.
216 p. 17 illus.
ISBN-13: 9783030542078
ISBN-10: 3030542076
Sprache: Englisch
Ausstattung / Beilage: Paperback
Einband: Kartoniert / Broschiert
Redaktion: Gatautis, Rimantas
Vitkauskait¿, Elena
Banyt¿, J¿rat¿
Herausgeber: Rimantas Gatautis/Jurate Banyte/Elena Vitkauskaite
Auflage: 1st ed. 2021
Hersteller: Springer International Publishing
Progress in IS
Maße: 235 x 155 x 13 mm
Von/Mit: Rimantas Gatautis (u. a.)
Erscheinungsdatum: 13.11.2021
Gewicht: 0,347 kg
preigu-id: 120715194
Warnhinweis

Ähnliche Produkte

Ähnliche Produkte