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Marketing and Gamification: Applications, Challenges, and Ethics [Kietas viršelis]

Edited by , Edited by , Edited by , Edited by
  • Formatas: Hardback, 248 pages, aukštis x plotis: 234x156 mm, weight: 453 g, 21 Tables, black and white; 18 Line drawings, black and white; 18 Illustrations, black and white
  • Serija: Routledge Studies in Marketing
  • Išleidimo metai: 28-Oct-2024
  • Leidėjas: Routledge
  • ISBN-10: 1032694173
  • ISBN-13: 9781032694177
Kitos knygos pagal šią temą:
  • Formatas: Hardback, 248 pages, aukštis x plotis: 234x156 mm, weight: 453 g, 21 Tables, black and white; 18 Line drawings, black and white; 18 Illustrations, black and white
  • Serija: Routledge Studies in Marketing
  • Išleidimo metai: 28-Oct-2024
  • Leidėjas: Routledge
  • ISBN-10: 1032694173
  • ISBN-13: 9781032694177
Kitos knygos pagal šią temą:

In this book, international academicians and researchers will discuss the influence and potential of gamification on marketing management dynamics.



Gamification plays a major role in individual and business decision-making in today's digital era, remarkably changing the way businesses perform basic functions. Gamification techniques can be applied to a variety of marketing activities to help marketers create a more immersive and interactive experience for their customers, by leveraging elements such as points, badges, leaderboards, challenges, quizzes, sweepstakes, and rewards to encourage desired behaviors, foster engagement, and build a sense of community around a brand or product.

In this book, international academicians and researchers will discuss the influence and potential of gamification on marketing management dynamics. This edited collected investigates why the use of gamification in marketing is vital to enhance the customer base and increase revenue, whilst also critically exploring the dark side of gamification and ethical issues. Chapters cover various marketing domains, including tourism marketing, social marketing and sustainable marketing, to provide a comprehensive resource on this emerging area.

This volume will be an essential resource for scholars researching and teaching across marketing, as well as innovation, technology and business ethics.

Foreword Preface Acknowledgement Part 1: Understanding gamification from a marketing perspective
1. Gamification as a Strategic Move: Redefining Storytelling through a Unique Medium
2. Role of Gamification in Crowdsourcing Part 2: Gamification as an influencer for consumer behavior and engagement
3. Gamification as an influencer for Consumer Behaviour and engagement
4. Effects of Gamification on Brand Engagement of Toy Brands: First Cry and Hamleys
5. Gamification and Online Shopping Experience: A Systematic Literature Review Part 3: Gamification and branding
6. Impact of Customer Engagement and Brand Love through Gamification and Brand Love on Online Travel Agencies (OTA)
7. Gamification Stimulates Customer E-Purchase Intention: A Conceptual Analysis Part 4: Gamification and specific marketing domains 8. The Effect of Gamification on Virtual Tourist Experiences in the Tourism Industry
9. Role of Gamification in Influencer Marketing: Studying the Mediating Role of Utilitarian, Hedonic, & Attitude On E-WOM
10. Gamified Communication in Social Media for Brand Advocacy of Start-Ups
11. Gamification Strategies for Enhancing Sustainability Marketing: Engaging Consumers in Eco-Friendly Behaviors
12. Ethical Dilemmas in Gamified Marketing Approaches

Sahil Gupta is Associate Professor at the Jaipuria School of Business, Ghaziabad, Uttar Pradesh, India, and Guest Associate Professor at UCSI University, Kuala Lumpur, Malaysia.

Razia Nagina is Associate Professor at Mittal School of Business, Lovely Professional University, Phagwara, Punjab, India.

Mandakini Paruthi is Assistant Professor at IBS Hyderabad, IFHE University, Hyderabad, Telangana, India.

Gaurav Gupta is Assistant Professor at Amity University, Greater Noida, Uttar Pradesh, India.