Buch, Englisch, 360 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 810 g
Increasing Consumer Engagement in Research for Business Success
Buch, Englisch, 360 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 810 g
ISBN: 978-0-7494-8335-7
Verlag: Kogan Page
Autoren/Hrsg.
Weitere Infos & Material
- Section - ONE: World of understanding – Overview;
- Chapter - 01: The impact of low participant engagement in market research;
- Chapter - 02: The surprising similarities between digital games and online surveys;
- Chapter - 03: Debunking common misconceptions in market research about games and gamification;
- Chapter - 04: Games and gamification: exploring definitions and why games are so engaging;
- Chapter - 05: The differences and similarities between games and gamification;
- Chapter - 06: An ontology of game-based research methods – defining research-games, gamified research and surveytainment;
- Chapter - 07: The scientific foundation for using game-based research methods – the six vital states and their benefit to market research;
- Chapter - 08: Game culture – a showcase of intrinsic engagement to help market researchers;
- Chapter - 09: How games and gamification are used for engagement and data collection outside of research and entertainment;
- Chapter - 10: The Triple E Effect – games as engaging, emotive and experiential simulations for research and insight;
- Chapter - 11: Case studies and results from game-based research;
- Chapter - 12: Five things to consider before using games and gamification for market research;
- Section - TWO: World of design – Overview;
- Chapter - 13: Fifteen ethics guidelines for designing and making game-based surveys;
- Chapter - 14: A vocabulary of play for game-based research – Game terminologies and inspiration;
- Chapter - 15: Game-based research design – Ten tips for building the right foundations;
- Chapter - 16: Introducing Smart Intuition and Meaningful Creativity (SIMC);
- Chapter - 17: Overcome these four concerns about game-based survey design;
- Chapter - 18: Design your game-based research – Play ‘20 for 20’;
- Section - THREE: World of making – Overview;
- Chapter - 19: Stakeholder onboarding and preparing to build your game-based survey design;
- Chapter - 20: Tailor-made versus ready-made game-based surveys – Differences, benefits and drawbacks;
- Chapter - 21: Build mode – Create, playtest, maintain and launch your game-based survey;
- Chapter - 22: Analysing the quality of game-based research designs;
- Section - FOUR: A new market research world – Overview;
- Chapter - 23: Building a career in game-based research;
- Chapter - 24: The future of game-based research;
- Chapter - 25: Final words