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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| Main Author: | Michał Ścibor-Rylski |
|---|---|
| Format: | Article |
| Language: | English |
| Published: |
University of Warsaw
2025-01-01
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| 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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