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Progress in IS

Gamification and Consumer Engagement

Creating Value in Context of ICT Development

Editors: Gatautis, Rimantas, Banytė, Jūratė, Vitkauskaitė, Elena (Eds.)

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  • Conceptualizes shared value, consumer engagement, and gamification theoretically
  • Presents a research methodology to study the effects of gamification on consumer engagement
  • Demonstrates the model empirically to understand consumer perceived value and its channels of influence
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eBook $109.00
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  • ISBN 978-3-030-54205-4
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Hardcover $139.99
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  • ISBN 978-3-030-54204-7
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About this book

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-related social and functional values.


 


About the authors

Rimantas Gatautis (1974-2018) was a Principal investigator leading the Digitalisation Research Group at Kaunas University of Technology (Lithuania). Prof. Gatautis had wide-ranging experience of implementing European Commission funded projects in the Leonardo da Vinci, EUREKA, COST, Interreg, the Sixth Framework Programme (FP6), and H2020 programs. His latest research focused on ICT influence on enterprise transformation in the transition economies, e-business models in transition economies, socio-economic aspects of ICT adoption, and on processes of governance and democracy, knowledge-driven innovations, social networks, and gamification.
Jūratė Banytė is Professor of Marketing at the Sustainable Management Research Group, School of Economics and Business, Kaunas University of Technology (Lithuania). She has been involved in EUREKA, the Sixth Framework Programme (FP6), Leonardo da Vinci and other projects funded by the European Commission, and leads the COST programme component 'From Sharing to Caring: Examining Socio-Technical Aspects of the Collaborative Economy'. Her main fields of academic interests are consumer behavior, sustainable consumption, consumer engagement and value management, among others.
Elena Vitkauskaitė is a Researcher of the Digitalisation Research Group, and Lecturer of Digital Marketing, Kaunas University of Technology (Lithuania). She has been involved in various research projects funded by the Lithuanian government and the European Commission (e.g. the Sixth Framework Programme (FP6), Interreg IVC, H2020) related to e-Business and e-Government. Her research interests include modeling business processes, quality measurement of electronic services, cross-cultural issues on the web, social network sites, gamification, and digital transformation.

Table of contents (8 chapters)

Table of contents (8 chapters)
  • Introduction

    Pages 1-6

    Gatautis, Rimantas (et al.)

  • The Concept of Shared Value in the Context of Newest Marketing Theories

    Pages 7-32

    Virvilaitė, Regina (et al.)

  • Consumer Engagement in the Context of Value Creation

    Pages 33-67

    Banytė, Jūratė (et al.)

  • Expression of the Concept of Gamification in the Context of ICT Development

    Pages 69-97

    Gatautis, Rimantas (et al.)

  • The Conceptual Model of Gamification-Based Consumer Engagement in Value Creation

    Pages 99-108

    Gatautis, Rimantas (et al.)

Buy this book

eBook $109.00
price for Mexico
  • ISBN 978-3-030-54205-4
  • Digitally watermarked, DRM-free
  • Included format: PDF, EPUB
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Hardcover $139.99
price for Mexico
  • ISBN 978-3-030-54204-7
  • Free shipping for individuals worldwide
  • Institutional customers should get in touch with their account manager
  • Covid-19 shipping restrictions
  • Usually ready to be dispatched within 3 to 5 business days, if in stock
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Bibliographic Information

Bibliographic Information
Book Title
Gamification and Consumer Engagement
Book Subtitle
Creating Value in Context of ICT Development
Editors
  • Rimantas Gatautis
  • Jūratė Banytė
  • Elena Vitkauskaitė
Series Title
Progress in IS
Copyright
2021
Publisher
Springer International Publishing
Copyright Holder
Springer Nature Switzerland AG
eBook ISBN
978-3-030-54205-4
DOI
10.1007/978-3-030-54205-4
Hardcover ISBN
978-3-030-54204-7
Series ISSN
2196-8705
Edition Number
1
Number of Pages
VIII, 216
Number of Illustrations
17 b/w illustrations
Topics