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Marketing and Gamification: Applications, Challenges, and Ethics.
・ISBN 978-1-032-69421-4 paper GB£ 47.99
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| 著者・編者 | Gupta, Sahil / Nagina, Razia / Paruthi, Mandakini / Gupta, Gaurav (eds.), |
|---|---|
| シリーズ | (Routledge Studies in Marketing) |
| 出版社 | (Routledge, UK) |
| 出版年月 | 2026 |
| ページ数 | 248 pp. |
| 言語 | ENG |
| ニュース番号 | <A05-66101> |
解説
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.