001432587 000__ 03691cam\a2200589\i\4500 001432587 001__ 1432587 001432587 003__ OCoLC 001432587 005__ 20230309003452.0 001432587 006__ m\\\\\o\\d\\\\\\\\ 001432587 007__ cr\cn\nnnunnun 001432587 008__ 201121s2021\\\\sz\\\\\\ob\\\\000\0\eng\d 001432587 019__ $$a1228843055$$a1238201667 001432587 020__ $$a9783030542054$$q(electronic bk.) 001432587 020__ $$a303054205X$$q(electronic bk.) 001432587 020__ $$z9783030542047 001432587 0247_ $$a10.1007/978-3-030-54205-4$$2doi 001432587 035__ $$aSP(OCoLC)1223096562 001432587 040__ $$aEBLCP$$beng$$erda$$epn$$cEBLCP$$dGW5XE$$dOCLCF$$dOCLCO$$dUPM$$dDCT$$dUKAHL$$dOCLCQ$$dOCLCO$$dCOM$$dOCLCQ 001432587 049__ $$aISEA 001432587 050_4 $$aHF5415.32 001432587 08204 $$a658.8/342$$223 001432587 08204 $$a658.8/12$$223 001432587 24500 $$aGamification and consumer engagement :$$bcreating value in context of ICT development /$$cRimantas Gatautis, Jūratė Banytė, Elena Vitkauskaitė, editors. 001432587 264_1 $$aCham :$$bSpringer,$$c[2021] 001432587 300__ $$a1 online resource (220 pages) 001432587 336__ $$atext$$btxt$$2rdacontent 001432587 337__ $$acomputer$$bc$$2rdamedia 001432587 338__ $$aonline resource$$bcr$$2rdacarrier 001432587 347__ $$atext file 001432587 347__ $$bPDF 001432587 4901_ $$aProgress in IS. 001432587 504__ $$aIncludes bibliographical references. 001432587 5050_ $$aIntroduction -- The concept of shared value in the context of newest marketing theories -- Consumer engagement in the context of value creation -- Expression of the concept of gamification in the context of ICT development -- The conceptual model of gamification-based consumer engagement in value creation -- Research methodology of gamification-based consumer engagement in value creation in the context of ICT development -- Research results of gamification-based consumer engagement in value creation in the context of ICT development -- Conclusions and further research directions. 001432587 506__ $$aAccess limited to authorized users. 001432587 520__ $$aIn 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 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 motivation to play games as a means of achieving a psychological effect, i.e., consumer engagement manifested through gamified activities and brand engagement. This joint empirical study, by an expert team, concludes that the analysis of consumer perceived value in the context of engagement in gamified activities should distinguish between not just the theoretically identified company/brand-related economic, emotional, functional and social values, but also between engagement-related social and functional values. 001432587 588__ $$aDescription based on print version record. 001432587 650_0 $$aGamification. 001432587 650_0 $$aConsumer behavior. 001432587 650_6 $$aLudification. 001432587 650_6 $$aConsommateurs$$xComportement. 001432587 655_0 $$aElectronic books. 001432587 7001_ $$aGatautis, Rimantas,$$eeditor. 001432587 7001_ $$aBanytė, Jūratė,$$eeditor. 001432587 7001_ $$aVitkauskaitė, Elena,$$eeditor. 001432587 77608 $$iPrint version:$$aGatautis, Rimantas.$$tGamification and Consumer Engagement : Creating Value in Context of ICT Development.$$dCham : Springer International Publishing AG, ©2020$$z9783030542047 001432587 830_0 $$aProgress in IS. 001432587 852__ $$bebk 001432587 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-3-030-54205-4$$zOnline Access$$91397441.1 001432587 909CO $$ooai:library.usi.edu:1432587$$pGLOBAL_SET 001432587 980__ $$aBIB 001432587 980__ $$aEBOOK 001432587 982__ $$aEbook 001432587 983__ $$aOnline 001432587 994__ $$a92$$bISE