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Wyświetlanie 1-2 z 2
Tytuł:
Gamifying Questions by Adding Context in the Creative Development Marketing Research
Autorzy:
Ścibor-Rylski, Michał
Powiązania:
https://bibliotekanauki.pl/articles/2014188.pdf
Data publikacji:
2020
Wydawca:
Uniwersytet Warszawski. Wydawnictwo Naukowe Wydziału Zarządzania
Tematy:
gamifi cation
market research
creative development
Opis:
Gamification is defi ned as using game design elements in non-gaming contexts: education, management, marketing and also market research. Gamifi ed research tools help to increase respondents’ engagement and obtain more in-depth results. Up till now the eff ects of gamifi cations were tested in the domains of brand strategy and consumer experience. The article shows the results of the experiment proving the eff ectiveness of a gamifi ed approach to the qualitative advertisement testing. The experimental group with a narrative context added to a question regarding the fi rst impression performed better than the control group with a standard task. Also gender differences were observed: the eff ect was valid only for men – there were no significant differences in the performance of women in both groups. Due to an uneven split of men and women and a small sample in general, this effect needs further examination.
Źródło:
Journal of Marketing and Consumer Behaviour in Emerging Markets; 2020, 1(10); 60-67
2449-6634
Pojawia się w:
Journal of Marketing and Consumer Behaviour in Emerging Markets
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Effectiveness of Gamifi cation in the Online and Offl ine Qualitative Marketing Research
Autorzy:
Ścibor-Rylski, Michał
Powiązania:
https://bibliotekanauki.pl/articles/2054351.pdf
Data publikacji:
2021-12-30
Wydawca:
Uniwersytet Warszawski. Wydawnictwo Naukowe Wydziału Zarządzania
Tematy:
gamifi cation
marketing research
online research
Opis:
Gamified market research tools help to increase respondents’ engagement and obtain more indepth results. Up till now the eff ects of gamifi cation have been tested in the offl ine environment. The COVID-19 pandemic changed the world of the qualitative research and also triggered a need to replicate some previously presented eff ects. The article shows the results of two experiments proving the eff ectiveness of gamifi ed approach to the qualitative advertisement and product concept testing in an online environment. The experimental groups with a narrative context added to a question regarding the fi rst impression after viewing an advertisement or reading a product concept provided more elaborated answers to the open-ended questions than the control groups with a standard task. What’s important, for the advertisement test the eff ect was signifi cant for both online and offl ine conditions, whereas in the case of the product concept test only the online variant proved the superiority of the gamified task.
Źródło:
Journal of Marketing and Consumer Behaviour in Emerging Markets; 2021, 2(13); 57-65
2449-6634
Pojawia się w:
Journal of Marketing and Consumer Behaviour in Emerging Markets
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-2 z 2

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