000 | 01270 a2200205 4500 | ||
---|---|---|---|
003 | OSt | ||
005 | 20240331115419.0 | ||
008 | 240327b |||||||| |||| 00| 0 eng d | ||
020 | _a978-9354245763 | ||
082 | _a658.872 | ||
100 | _aChishti, Zarrar | ||
245 | _aGamification marketing for dummies | ||
260 |
_aHoboken, _bWiley: _c2021. |
||
300 | _ax, 282p., ind., 23 cm X 18 cm | ||
490 | _aFor dummies | ||
500 | _aRecommended by: Kallol Das ---------------------------------------- | ||
521 | _aContent: Gamifying your marketing strategy Getting to know gamification models Identifying your target audience Increasing engagement in your campaign Budgeting your development Getting to know the technology Making your game a reality Selecting the right components Launching and promoting your game Capturing all the data Analyzing and applying data Avoiding data overload Failing up: learning from your first quest Relaunching your gamification marketing campaign Ten best gamification marketing examples Ten common gamification marketing mistakes Ten benefits to gamifying your marketing | ||
650 |
_xinternet marketing _xdigital marketing _xconsumer behavior _xsocial aspects _xvideo games _xgamification _xe-commerce |
||
942 |
_2ddc _cBK |
||
999 |
_c22155 _d22155 |