標題: Titlebook: Gamification and Consumer Engagement; Creating Value in Co Rimantas Gatautis,Jūrat? Banyt?,Elena Vitkauskait? Book 2021 Springer Nature Swi [打印本頁] 作者: Clientele 時間: 2025-3-21 17:20
書目名稱Gamification and Consumer Engagement影響因子(影響力)
書目名稱Gamification and Consumer Engagement影響因子(影響力)學(xué)科排名
書目名稱Gamification and Consumer Engagement網(wǎng)絡(luò)公開度
書目名稱Gamification and Consumer Engagement網(wǎng)絡(luò)公開度學(xué)科排名
書目名稱Gamification and Consumer Engagement被引頻次
書目名稱Gamification and Consumer Engagement被引頻次學(xué)科排名
書目名稱Gamification and Consumer Engagement年度引用
書目名稱Gamification and Consumer Engagement年度引用學(xué)科排名
書目名稱Gamification and Consumer Engagement讀者反饋
書目名稱Gamification and Consumer Engagement讀者反饋學(xué)科排名
作者: BOOST 時間: 2025-3-21 21:52 作者: 縫紉 時間: 2025-3-22 00:42 作者: CANON 時間: 2025-3-22 08:34 作者: 遷移 時間: 2025-3-22 10:51
Analytical Reaction Gas Chromatographythrough different research methods (qualitative and quantitative) and different data sources (content analysis of gamification cases online, representatives of organisations employing gamification, experts of gamification, consumers engaged in gamification) was applied for empirical testing of the m作者: Ingredient 時間: 2025-3-22 16:46
Analysis of Sedimentary Structures,for gamification of activities of companies and find out what value for company is created by consumers engaged through gamification in value co-creation. The aim of the quantitative research was to reveal how consumers engage in company/brand value co-creation through gamified activities and what c作者: Ingredient 時間: 2025-3-22 19:18
https://doi.org/10.1007/978-3-030-54205-4Marketing and gamification; CRM strategies; Creating shared value; Identifying customer engagement; Perc作者: 調(diào)情 時間: 2025-3-23 00:35 作者: Canopy 時間: 2025-3-23 03:23
Gamification and Consumer Engagement978-3-030-54205-4Series ISSN 2196-8705 Series E-ISSN 2196-8713 作者: Employee 時間: 2025-3-23 07:48
,The Φ and Ψ Angles of Proteins,t of value are analysed; mechanism of the shared value creation is explained, providing principles of value co-creation; and dimensions of shared value from two different perspectives—the customer and the company—are identified.作者: 勾引 時間: 2025-3-23 11:50 作者: 嘮叨 時間: 2025-3-23 15:27 作者: DALLY 時間: 2025-3-23 20:39 作者: 赤字 時間: 2025-3-23 22:17 作者: Indebted 時間: 2025-3-24 03:10 作者: SHRIK 時間: 2025-3-24 09:13 作者: 某人 時間: 2025-3-24 12:19
Analysis of Bacterial Amino Acids,This chapter is an overall introduction to the monograph, explaining the reasoning for the research on gamification-based consumer engagement in value creation in the context of information communication technologies (ICT) development, as well as listing the research questions, the aim, and objectives addressed by the authors in this book.作者: 不持續(xù)就爆 時間: 2025-3-24 16:53
https://doi.org/10.1007/978-1-4612-4166-9In this chapter a critical analysis of theoretical approaches towards the concept of consumer engagement is performed, peculiarities of consumer engagement behaviour in traditional and virtual environment are substantiated, and consumer engagement causing factors as well as consumer engagement dimensions are identified.作者: Afflict 時間: 2025-3-24 22:34
Analysis of the lynx 10-year cycleThis chapter of the monograph is devoted to modelling of gamification-based consumer engagement in value creation in the context of ICT development by integrating in the model the main theoretical constructs of gamification, consumer engagement and shared value.作者: 柔美流暢 時間: 2025-3-25 01:34
Introduction,This chapter is an overall introduction to the monograph, explaining the reasoning for the research on gamification-based consumer engagement in value creation in the context of information communication technologies (ICT) development, as well as listing the research questions, the aim, and objectives addressed by the authors in this book.作者: 朦朧 時間: 2025-3-25 04:35
Consumer Engagement in the Context of Value Creation,In this chapter a critical analysis of theoretical approaches towards the concept of consumer engagement is performed, peculiarities of consumer engagement behaviour in traditional and virtual environment are substantiated, and consumer engagement causing factors as well as consumer engagement dimensions are identified.作者: sterilization 時間: 2025-3-25 11:05 作者: Distribution 時間: 2025-3-25 13:04 作者: garrulous 時間: 2025-3-25 18:27 作者: EVICT 時間: 2025-3-25 22:38 作者: 天真 時間: 2025-3-26 01:11 作者: 不規(guī)則的跳動 時間: 2025-3-26 08:14
2196-8705 ification on consumer engagement.Demonstrates the model empi.In the context of rapid ICT development, this book focuses on how gamification affects consumer engagement and can be used to create a shared value for customers and companies. Based on the constructs of shared value, consumer engagement a作者: AND 時間: 2025-3-26 12:23 作者: 合適 時間: 2025-3-26 15:36
Book 2021or customers and companies. Based on the constructs of shared value, consumer engagement and gamification, it creates a conceptual model and a research methodology to enable empirical testing and provide complex empirical research findings. The book demonstrates the use of game elements and the moti作者: 配置 時間: 2025-3-26 16:54
Research Methodology of Gamification-Based Consumer Engagement in Value Creation in the Context of atives of organisations employing gamification, experts of gamification, consumers engaged in gamification) was applied for empirical testing of the model of gamification-based consumer engagement in shared value creation.作者: 雪崩 時間: 2025-3-26 21:49 作者: 正式通知 時間: 2025-3-27 04:28
Book 2013nses to HCV as well as the virus-associated pathogenesis. Finally, the development of antiviral therapies, which is closely linked with progress in basic research, and the implementation of those therapies into present and future daily clinical practice are highlighted. .作者: 靈敏 時間: 2025-3-27 06:34 作者: Ordnance 時間: 2025-3-27 10:18
A Mutualism, Affiliation and Status Seeking (MASS) Framework of Fundamental Affective Dynamics and Tates and other resources. We identify affective dynamics that facilitate each social drive: (1) Reactive flexibility involves qualitative shifts in affect in response to shifting goals, which facilitates mutualism; (2) Affective synchrony is the reproduction of another individual’s emotions in onese作者: Abjure 時間: 2025-3-27 14:12 作者: 浪費物質(zhì) 時間: 2025-3-27 21:05
Eight Views of Instructional Design and What They Should Mean to Instructional Designers,h internal and external to instructional design are considered, so that instructional designers can see the traditions of their field in the context of design activity in other professional fields. Examples are drawn from architecture, digital design, team dynamics, organizational behavior, and desi作者: Eclampsia 時間: 2025-3-28 01:26 作者: hidebound 時間: 2025-3-28 06:00