Global Market research 2011 is the 23rd annual industry study undertaken by ESOMAR. Providing a comprehensive and authoritive view on the state of the market. Available now in the Publications Store
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Author(s): Kyle Findlay, Kirsty Alberts Collection: Congress 2011 - Impact - Research Reloaded Keywords: Trend Spotting /Watching, In-Depth Interviews, Customer Loyalty, Customer Satisfaction Studies, Employee Research, Neuroscientific Techniques |
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| EUR 15.00 Members: EUR 12.00 | ![]() |
“Gamification” is sweeping the online and business worlds, but how much is hype vs. reality? The promise of gamification is that the addition of game-like elements can increase participation and engagement in any process or experience, whether in the real world or online. Gamification brings behaviour change methodologies into the digital age by explicitly providing the mechanics to improve user engagement This presentation will review these claims and investigate what gamification is and what it is not.
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