Essays about: "gamification in marketing"

Showing result 11 - 15 of 18 essays containing the words gamification in marketing.

  1. 11. Internal marketing through gamification : A qualitative study on the influence of game elements within an app on internal marketing activities

    University essay from Umeå universitet/Företagsekonomi

    Author : Alf Grönvall; Axel Holmner Härgestam; [2019]
    Keywords : Internal marketing; through; gamification; A qualitative study on the influence of; game elements; within an app on; internal marketing activities;

    Abstract : AbstractThe subject of gamification is a relatively new and novel concept when it comes to stimulating behavior. Gamification is the use of game elements in a non-game context. Gamification is a tool that can motivate people to engage with activities related to health, education and personal productivity. READ MORE

  2. 12. Online game design theories for interactive marketing : Gamification is not enough

    University essay from Linnéuniversitetet/Institutionen för informatik (IK)

    Author : Beatrice Lundgren; [2017]
    Keywords : Interaction Design; Game Design; Gamification; Interactive Marketing; Player Types; Game Elements; Timing; Interaktionsdesign; speldesign; spelifiering; interaktiv marknadsföring; spelartyper; spelmekanismer; timing;

    Abstract : This research looks at how interactive marketing can become more motivating for customers by designing it as a full game, not only by adding some game elements like in gamification. The result of the research gives marketers an alternative and complementary way of incorporating game design in marketing. READ MORE

  3. 13. How malicious bots interact with an online contest with gamification : A study in methods for identifying and protecting against bots

    University essay from KTH/Skolan för datavetenskap och kommunikation (CSC)

    Author : Fredrik Ljung; Oscar Arnflo; [2016]
    Keywords : ;

    Abstract : Setting up online contests with gamification is an effective marketing method, but which brings security complications. By having rewards with high value, cheaters are attracted to participate with the use of malicious bots. READ MORE

  4. 14. Customer Aquisition and Retention by Gamifying User Experience : Gamifying the team messaging app Briteback

    University essay from Linköpings universitet/Institutionen för datavetenskap

    Author : Liska Cersowsky Weström; [2016]
    Keywords : gamification; motivation; communication; apps; digital; user experience; ux;

    Abstract : Studies have shown that many problems office workers face today arise from digital communication and collaboration, with information overload being the biggest obstacle to being effective and productive. Briteback is a new messaging app for teams, which was launched in November 2015, and which aims to solve these problems by providing users with a platform where they can manage all their work-related communication, in an attempt to structure office workers’ communication and to relieve communication related stress. READ MORE

  5. 15. Transferring Knowledge from a Crowd to a Retail Company - A case study of Roamler Sweden

    University essay from Uppsala universitet/Företagsekonomiska institutionen

    Author : Sophie Gisterå; Minea Carlander; [2015]
    Keywords : Knowledge transfer; knowledge conversion; explicit knowledge; tacit knowledge; gamification; crowdsourcing;

    Abstract : Background: Organizational spending on marketing needs to be justified and therefore measured. New technology has enabled new ways of conducting market research. READ MORE