000 | 01378nam a22003618i 4500 | ||
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001 | 703925 | ||
005 | 20210719181904.0 | ||
008 | 180709s2018 enk f 000|0|eng|d | ||
020 |
_a9780749483357 (pbk.) : _c£29.99 |
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020 |
_z9780749483364 (PDF ebook) : _c£29.99 |
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035 | _a(StDuBDS)9780749483357 | ||
040 |
_aStDuBDS _beng _cStDuBDS _erda |
||
072 | 7 |
_aBUS _2eflch |
|
072 | 7 |
_aBUS _2ukslc |
|
082 | 0 | 4 |
_a658.8'3'0285 _223 |
100 | 1 |
_aAdamou, Betty, _eauthor. |
|
245 | 1 | 0 |
_aGames and gamification in market research : _bincreasing consumer engagement in research for business success / _cBetty Adamou. |
264 | 1 |
_aLondon : _bKoganPage, _c2018. |
|
300 |
_a280 pages ; _c24 cm |
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336 |
_atext _2rdacontent |
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337 |
_aunmediated _2rdamedia |
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338 |
_avolume _2rdacarrier |
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520 | 8 | _aCreate intrinsic engagement in the research sphere through gamification; exploit existing and emerging technologies, and glean better-quality, untapped data that cannot be obtained through traditional surveying methods. | |
521 | _aSpecialized. | ||
650 | 0 |
_aMarketing research _xMethodology. |
|
650 | 0 |
_aMarketing research _xData processing. |
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650 | 0 |
_aGames _xResearch. |
|
650 | 0 |
_aComputer games _xResearch. |
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650 | 0 | _aGamification. | |
650 | 7 |
_aBusiness and Management. _2eflch |
|
650 | 7 |
_aBusiness and Management. _2ukslc |
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942 | _n0 | ||
999 |
_c53245 _d53245 |