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[null,"1.","Record Nr.",null,"UNINA9910483034203321"]
[null,null,"Titolo",null,"Gamification and consumer engagement : creating value in context of ICT development / / editors, Rimantas Gatautis, Jūratė Banytė, Elena Vitkauskaitė"]
[null,null,"Pubbl/distr/stampa",null,"Cham, Switzerland : , : Springer, , [2021]"]
[{"$nulls":4},"©2021"]
[null,null,"ISBN",null,"3-030-54205-X"]
[null,null,"Edizione",null,"[1st edition 2021.]"]
[null,null,"Descrizione fisica",null,"1 online resource (VIII, 216 p. 17 illus.)"]
[null,null,"Collana",null,"Progress in IS"]
[null,null,"Disciplina",null,"658.8342"]
[null,null,"Soggetti",null,"Consumer behavior"]
[{"$nulls":4},"Gamification"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Nota di bibliografia","Includes bibliographical references."]
[null,null,"Nota di contenuto",null,"Introduction -- 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."]
[null,null,null,"Sommario/riassunto","In 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-"]
[{"$nulls":4},"related social and functional values."]
[null,"2.","Record Nr.",null,"UNINA9910795864103321"]
[null,null,"Autore",null,"Trigg Roger"]
[null,null,"Titolo",null,"Religion in public life [[electronic resource] ] : must faith be privatized? / / Roger Trigg"]
[null,null,"Pubbl/distr/stampa",null,"Oxford ; ; New York, : Oxford University Press, 2007"]
[null,null,"ISBN",null,"0191535540"]
[{"$nulls":4},"9780191535543"]
[null,null,"Descrizione fisica",null,"262 p"]
[null,null,"Classificazione",null,"11.05"]
[null,null,"Disciplina",null,"201/.72"]
[null,null,"Soggetti",null,"Religion and state"]
[{"$nulls":4},"Religion and politics"]
[{"$nulls":4},"Religion and culture"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Nota di bibliografia","Includes bibliographical references (p. 250-254) and index."]
[null,null,"Nota di contenuto",null,"Church and state -- Reason and freedom -- Religious liberty -- Rights and freedoms -- Multiculturalism and religion -- The role of the state -- Must democracy be religiously neutral? -- Law and religion -- Religion in state education -- Must we privatize religion? -- Under God?"]