Games are the most engaging medium of all time: they harness storytelling and heuristics, drive emotion and push the evolution of technology in a way that no other platform has or can. It's no surprise, then, that games and gamification are revolutionizing the market research industry, offering opportunities to reinvigorate the notoriously sluggish engagement levels seen in traditional surveying methods. This not only improves data quality, but offers untapped insights unattainable through traditional methods. Games and Gamification in Market Research shows readers how to design ResearchGames…mehr
Games are the most engaging medium of all time: they harness storytelling and heuristics, drive emotion and push the evolution of technology in a way that no other platform has or can. It's no surprise, then, that games and gamification are revolutionizing the market research industry, offering opportunities to reinvigorate the notoriously sluggish engagement levels seen in traditional surveying methods. This not only improves data quality, but offers untapped insights unattainable through traditional methods. Games and Gamification in Market Research shows readers how to design ResearchGames and Gamified Surveys that will intrinsically engage participants and how best to use these methodologies to become, and stay, commercially competitive. In a world where brands and organizations are increasingly interested in the feelings and contexts that drive consumer choices, Games and Gamification in Market Research gives readers the skills to use the components in games to encourage play and observe consumer behaviours via simulations for predictive modelling. Written by Betty Adamou, the UK's leading research game designer and named as one of seven women shaping the future of market research, it explains the ways in which these methodologies will evolve with technologies such as virtual reality and artificial intelligence, and how it will shape research careers. Alongside a companion website, this book provides a fully immersive and fascinating overview of game-based research.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Betty Adamou is a designer & researcher, and founder of Research Through Gaming (RTG). Her design, academic and commercial work has secured multiple awards for innovation in research: she has been named "one of seven women shaping the future of Market Research" and won the award for Best Chair at MRS Annual Conference 2018. Betty's services have been called upon by Fortune 500 brands such as VF Corporation, Campbell's Soup, and Accenture. She's also worked collaboratively with other quality market research companies, providing ResearchGame designs on behalf of brands like Coca-Cola and Disney.
Inhaltsangabe
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
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
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