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dc.contributor.author
Xouridas, Nikolaos
en
dc.date.accessioned
2021-08-26T10:36:07Z
dc.date.available
2021-08-26T10:36:07Z
dc.date.issued
2021-08-26
dc.identifier.uri
https://repository.ihu.edu.gr//xmlui/handle/11544/29736
dc.rights
Default License
dc.subject
UX design
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dc.subject
User Experience
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dc.subject
Gamification
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dc.subject
Digital marketing
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dc.title
Gamification for Marketing Research
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heal.type
masterThesis
en_US
heal.secondaryTitle
Measure UX Features and User Engagement on an A/B Testing Marketing Campaign.
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heal.creatorID.dhareID
n.xouridas
heal.generalDescription
This dissertation was written as a part of the MSc in E-business and Digital Marketing at the International Hellenic University by student Xouridas Nikolaos under the supervi-sion of Dr. Tzafilkou Katerina.
en
heal.classificationURI.LCC
gamification in digital marketing
heal.keywordURI.LCSH
gamification in digital marketing
heal.contributorName
Xouridas, Nikolaos
en
heal.contributorName
Tzafilkou, Katerina
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heal.dateAvailable
2021-05-17
heal.language
en
en_US
heal.access
free
en_US
heal.license
http://creativecommons.org/licenses/by-nc/4.0
en_US
heal.references
Acatrinei, C. (2013). Gamification applied in affiliate marketing. Case study of 2Parale. Management & Marketing, 8(4), 767–790. 2. Adamou, B. (2018). Games and Gamification in Market Research: Increasing Consumer Engagement in Research for Business Success, Kogan Page (1-24) 3. Ares, A. M., Bernal, J., Nozal, M. J., Sánchez, F. J., & Bernal, J. (2018). Results of the use of Kahoot! gamification tool in a course of Chemistry. 1215–1222. https://doi.org/10.4995/head18.2018.8179 4. Benson Rob. (2017). 9 Types of Digital Marketing (and How to Use Them!). Spark Logix Studios, 1–12. https://www.sparklogix.com/9-types-of-digital-marketing-and-how-to-use-them/ 5. Bulk, C., List, E., Verification, V. R. E., Automated, S., Cleaning, L., Desk, H., Us, A., Blog, F. T., & In, S. (2020). 10 Gamification Marketing Examples for Your Next Campaign. 1–11. 6. Christians, G. (2018). The origins and future of Gamification (Issue 254). https://doi.org/10.1080/13523260008404259 7. Cugelman, B. (2013). Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers Corresponding Author: 1, 1–6. https://doi.org/10.2196/games.3139 8. Deterding, S., & Dixon, D. (2011). From Game Design Elements to Gameful-ness: Defining “Gamification.” 9–15. 9. Fresh off the press, H. (2020). Not another state of Marketing Report. 10. Gamify.com. (2020) Gamification is the addition of game elements to non- game activities. 1–11. https://www.gamify.com/what-is-gamification 11. Giannakas, F., Kambourakis, G., Papasalouros, A., & Gritzalis, S. (2018). A critical review of 13 years of mobile game-based learning. Educational Techno-logy Research and Development, 66(2), 341–384. https://doi.org/10.1007/s11423-017-9552-z 12. Hague, P. N., Hague, N., & Morgan, C.-A. (2013). Market research in Practice. How to Get Greater Insight From Your Market, 272. http://books.google.com.co/books?id=iaL3AAAAQBAJ&printsec=frontcover&dq=intitle:Market+research+in+Practice+inauthor:hague&hl=&cd=1&source=gbs_api%0Apapers3://publication/uuid/4EEA28E9-41A0-4677-9426-7B552915D62F 13. Hamari, J., & Sarsa, H. (2014). Does Gamification Work ? — A Literature Re-view of Empirical Studies on Gamification. 3025–3034. https://doi.org/10.1109/HICSS.2014.377 14. Harms, J., Biegler, S., Wimmer, C., Kappel, K., & Grechenig, T. (2015). Gami-fication of online surveys: Design process, case study, and evaluation. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial In-telligence and Lecture Notes in Bioinformatics), 9296, 219–236. https://doi.org/10.1007/978-3-319-22701-6_16 15. Harms, J., Seitz, D., Wimmer, C., Kappel, K., & Grechenig, T. (2015). Low-cost gamification of online surveys: Improving the user experience through achieve-ment badges. CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 109–114. https://doi.org/10.1145/2793107.2793146 16. Høgenhaug, P. S. (2012). Gamification And UX: Where Users Win Or Lose – Smashing Magazine. 1–26. http://www.smashingmagazine.com/2012/04/gamification-ux-users-win-lose/ 17. Hsu, C. L., & Chen, M. C. (2018). How gamification marketing activities moti-vate desirable consumer behaviors: Focusing on the role of brand love. Comput-ers in Human Behavior, 88(June), 121–133. https://doi.org/10.1016/j.chb.2018.06.037 18. Jivet, I., Scheffel, M., Drachsler, H., & Specht, M. (2017). Awareness Is Not Enough: Pitfalls of Learning Practice. Data Driven Approaches in Digital Edu-cation, 1(i), 82–96. https://doi.org/10.1007/978-3-319-66610-5 19. Lata, E. (2020). Digital marketing during COVID-19 times: Data-driven in-sights. 1–17. 20. Lucassen, G., & Jansen, S. (2014). Gamification in Consumer Marketing - Fu-ture or Fallacy? Procedia - Social and Behavioral Sciences, 148(2011), 194–202. https://doi.org/10.1016/j.sbspro.2014.07.034 21. Marache-Francisco, C., & Brangier, E. (2013). The gamification experience: UXD with a gamification background. Emerging Research and Trends in Inter-activity and the Human-Computer Interface, January, 205–223. https://doi.org/10.4018/978-1-4666-4623-0.ch010 22. Marketing, D. (2020). State of Digital Marketing – Priorities, Challenges, Trends and More What Determines Digital Marketing Success? 1–8. 23. Marketing, W. G., & Thing, N. B. (2020). Why Gamification Marketing isn’ t just the “Next Big Thing.” 1–6. https://www.gamify.com/blog/why-gamification-marketing-is-the-next-big-thing-in-campaign-marketing 24. Mora, A., Riera, D., Gonzalez, C., & Arnedo-Moreno, J. (2015). A Literature Review of Gamification Design Frameworks. VS-Games 2015 - 7th Internation-al Conference on Games and Virtual Worlds for Serious Applications, Septem-ber. https://doi.org/10.1109/VS-GAMES.2015.7295760 25. More, R. (2020). Mobile apps and the gamification of data collection. 1–7. 26. Rijmenam, M. van. (2015). Why Gamification is the Friendly Scout of Big Data. 2–4. https://datafloq.com/read/gamification-is-the-friendly-scout-of-big-data/209 27. Routledge, H. (2015). Why Games are good for Business - How to leverage the power of Serious games, gamification and simulations. 28. S, P. A. N. W. (2019). Gamified Surveys: what game mechanics are driving people’ s motivation? 1–50. 29. Sailer, M., Ulrich, J., Katharina, S., & Mandl, H. (2017). Computers in Human Behavior How gamification motivates: An experimental study of the effects of speci fi c game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380. https://doi.org/10.1016/j.chb.2016.12.033 30. Samuel, R. (2020). The role of gamification in creating user engagement — a UX case study. 1–9. 31. Schwab, K. (2016). The Fourth Industrial Revolution: what it means and how to respond. World Economic Forum, 1–7. 32. Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human Computer Studies, 74(February), 14–31. https://doi.org/10.1016/j.ijhcs.2014.09.00633. SurveyMonkey. (2018). Surveys 101: Best practices for every step of survey creation. 1–10. https://www.surveymonkey.com/mp/survey-guidelines/ 34. Triantoro, T., Gopal, R., Benbunan-Fich, R., & Lang, G. (2019). Would you like to play? A comparison of a gamified survey with a traditional online survey method. International Journal of Information Management, 49(November 2018), 242–252. https://doi.org/10.1016/j.ijinfomgt.2019.06.001 35. Writer, T. (2020). Gamification in Digital Marketing: Latest Solutions & Exam-ples. 1–34. 36. Xi, N., & Hamari, J. (2020). Does gamification affect brand engagement and equity? A study in online brand communities. Journal of Business Research, 109(November 2019), 449–460. https://doi.org/10.1016/j.jbusres.2019.11.058 37. Καμέας, Θ., & Plushost, C. E. O. (2020). Κυριαρχεί το mobile commerce στο Ηλεκτρονικό Εμπόριο. 1–6.
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heal.recordProvider
School of Science and Technology, MSc in e-Business and Digital Marketing
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heal.publicationDate
2021-05-17
heal.abstract
Living on the era of the 4th industrial revolution, the digital evolution, the radical transformation of the market and the velocity of the technological breakthroughs makes it, absolutely, essential to have the user as the eye of the cyclone. On this stage, getting a consistent feedback from the side of the user and the maximum of data possible seems crucial for the further exploring of digital marketing. We identify that user engagement and user experience (UX) are the main pillars that could help on the successful built of marketing campaigns and surveys. This thesis has as main target to examine and research the impact that gamification could have on engaging the user and providing a better user experience on marketing campaigns. Our method is based on building and testing different prototypes of marketing campaigns conducting an A/B testing between a gamified marketing campaign and an e-mail marketing campaign. After that, we are using qualitative and quantitative research methods for the further analysis and results.
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heal.advisorName
Tzafilkou, Katerina
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heal.committeeMemberName
Tzafilkou, Katerina
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heal.committeeMemberName
Cheilas, Konstantinos
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heal.committeeMemberName
Akritidis, Leonidas
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heal.academicPublisher
IHU
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heal.academicPublisherID
ihu
en_US
heal.numberOfPages
66
en_US


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