Gamifying Questions by Adding Context in the Creative Development Marketing Research

Gamification is defined 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 d...

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Bibliographic Details
Main Author: Michał Ścibor-Rylski
Format: Article
Language:English
Published: University of Warsaw 2025-01-01
Series:Journal of Marketing and Consumer Behaviour in Emerging Markets
Subjects:
Online Access:https://press.wz.uw.edu.pl/jmcbem/vol2020/iss1/8/
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