Games and gamification in market research : increasing consumer engagement in research for business success /: increasing consumer engagement in research for business success. (2018)
- Record Type:
- Book
- Title:
- Games and gamification in market research : increasing consumer engagement in research for business success /: increasing consumer engagement in research for business success. (2018)
- Main Title:
- Games and gamification in market research : increasing consumer engagement in research for business success
- Further Information:
- Note: Betty Adamou.
- Authors:
- Adamou, Betty
- Contents:
- <ul style='padding-top:0;padding-left:0;list-style:none;'>Section - Part One: World of understanding – overview; Section - 01: The impact of low participant engagement in market research; Section - 02: The surprising similarities between digital games and online surveys; Section - 03: Debunking common misconceptions in market research about games and gamification; Section - 04: Games and gamification: exploring definitions and why games are so engaging; Section - 05: The differences and similarities between games and gamification; Section - 06: An ontology of game-based research methods: defining research-games, gamified research and surveytainment; Section - 07: The scientific foundation for using game-based research methods: the six vital states and their benefit to market research; Section - 08: Game culture: a showcase of intrinsic engagement to help market researchers; Section - 09: How games and gamification are used for engagement and data collection outside of research and entertainment; Section - 10: The Triple E Effect: games as engaging, emotive and experiential simulations for research and insight; Section - 11: Case studies and results from game-based research; Section - 12: Five things to consider before using games and gamification for market research; Section - Part Two: World of design – overview; Section - 13: Fifteen ethics guidelines for designing and making game-based surveys; Section - 14: A vocabulary of play for game-based research: game terminologies<ul style='padding-top:0;padding-left:0;list-style:none;'>Section - Part One: World of understanding – overview; Section - 01: The impact of low participant engagement in market research; Section - 02: The surprising similarities between digital games and online surveys; Section - 03: Debunking common misconceptions in market research about games and gamification; Section - 04: Games and gamification: exploring definitions and why games are so engaging; Section - 05: The differences and similarities between games and gamification; Section - 06: An ontology of game-based research methods: defining research-games, gamified research and surveytainment; Section - 07: The scientific foundation for using game-based research methods: the six vital states and their benefit to market research; Section - 08: Game culture: a showcase of intrinsic engagement to help market researchers; Section - 09: How games and gamification are used for engagement and data collection outside of research and entertainment; Section - 10: The Triple E Effect: games as engaging, emotive and experiential simulations for research and insight; Section - 11: Case studies and results from game-based research; Section - 12: Five things to consider before using games and gamification for market research; Section - Part Two: World of design – overview; Section - 13: Fifteen ethics guidelines for designing and making game-based surveys; Section - 14: A vocabulary of play for game-based research: game terminologies and inspiration; Section - 15: Game-based research design: ten tips for building the right foundations; Section - 16: Introducing Smart Intuition and Meaningful Creativity (SIMC); Section - 17: Overcome these four concerns about game-based survey design; Section - 18: Design your game-based research: play ‘20 for 20’; Section - Part Three: World of making – overview; Section - 19: Stakeholder onboarding and preparing to build your game-based survey design; Section - 20: Custom-made versus ready-made game-based surveys: differences, benefits and drawbacks; Section - 21: Build mode: create, playtest, maintain and launch your game-based survey; Section - 22: Analysing the quality of game-based research designs; Section - Part Four: A new market research world – overview; Section - 23: Building a career in game-based research; Section - 24: The future of game-based research; Section - 00: Final words; … (more)
- Edition:
- 1st
- Publisher Details:
- London : KoganPage
- Publication Date:
- 2018
- Extent:
- 1 online resource
- Subjects:
- 658.830285
Marketing research -- Methodology
Marketing research -- Data processing
Games -- Research
Computer games -- Research
Gamification - Languages:
- English
- ISBNs:
- 9780749483364
- Related ISBNs:
- 9780749483357
- Notes:
- Note: Description based on CIP data; resource not viewed.
- Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.347738
- Ingest File:
- 01_301.xml