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As consumers increase their purchases from online retailers, businesses must find exceedingly innovative ways to increase customer engagement. While online gaming has become increasingly prevalent, motivating customers through the same means has gained greater importance for businesses. Utilizing Gamification in Servicescapes for Improved Consumer Engagement is a pivotal reference source that provides vital research on employing various gamification mechanics to alter and enhance certain behaviors in marketing contexts. While highlighting topics such as online gaming, user engagement, and target marketing, this book is ideally designed for retailers, advertisers, marketers, promotion coordinators, industry professionals, business executives, managers, researchers, academicians, and students seeking current research on bridging servicescapes and marketing literature with gamification.
This book constitutes the refereed proceedings of the 4th International Conference on HCI in Games, HCI in Games 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022. The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions. The HCI in Games 2022 proceedings intends to help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games.
This book demonstrates the primacy of touch, smell, taste, sight and sound within the retail landscape. It shows that histories of the senses, body, and emotions were inextricably intertwined with processes and practices of retail and consumption. Shops are sensory feasts. From the rustle of silk to the tempting aroma of coffee, the multi-sensory appeal of goods has long been at the heart of how we shop. This book delves into and beyond this seductive idyl of consumer sensuality. Shopping was a sensory activity for consumers and retailers alike, but this experience was not always positive. This book is inhabited by tired feet and weary workers, as well as eager shoppers. It considers embodied sensory experiences and practices, and it represents both a celebration and interrogation of the integration of sensory histories into the study of retail and consumption. Crucially, this book places breathing, feeling human bodies back into the retail space.
Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Developm...
This book constitutes the refereed post-conference proceedings of two conferences: The 8th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2019), and the 4th EAI International Conference on Design, Learning, and Innovation (DLI 2019). Both conferences were hosed in Aalborg, Denmark, and took place November 6-8, 2019. The 61 revised full papers presented were carefully selected from 98 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.
Big data and machine learning are driving the Fourth Industrial Revolution. With the age of big data upon us, we risk drowning in a flood of digital data. Big data has now become a critical part of both the business world and daily life, as the synthesis and synergy of machine learning and big data has enormous potential. Big data and machine learning are projected to not only maximize citizen wealth, but also promote societal health. As big data continues to evolve and the demand for professionals in the field increases, access to the most current information about the concepts, issues, trends, and technologies in this interdisciplinary area is needed. The Encyclopedia of Data Science and M...
"The Oxford Handbook of Arts and Cultural Management surveys contemporary research in arts and cultural management, fulfilling a crucial need for a curated, high quality, first-line resource for scholars by providing a collection of empirical and theoretical chapters from a global perspective. With a focus on rigorous and in-depth contributions by both leading and emerging scholars from international and interdisciplinary backgrounds, the Handbook presents established and cutting-edge research in arts and cultural management and suggests directions for future work"--
A report from FAIRE: 89% of shoppers trust recommendations from people they know over brand advertising, making peers the biggest influence on shopping decisions. (Page 5) Serendipity and discovery today: The cultural context of serendipity and discovery, and what it means for retail “In the rapidly changing world, information is abundant but rather chaotic. The adaptive power of serendipity allows people to notice treasures within the wild sea, but only for those who understand how it works.” Dr. Quan-Hoang Vuong Director of the Centre for Interdisciplinary Social Research
The Routledge Handbook of Esports offers the first fully comprehensive, interdisciplinary study of esports, one of the fastest growing sectors of the contemporary sports and entertainment industries. Global in coverage, the book emphasizes the multifaceted nature of esports and explores the most pressing issues defining the competitive video gaming landscape today. Featuring the work of 93 leading esports academics and industry specialists from around the world, and rigorously peer-reviewed, the book is structured around ten key themes: 1) Introduction to Esports, 2) Esports Research, 3) Esports Players, 4) Esports Business and Management, 5) Esports Media and Communication, 6) Esports Educa...
Customer engagement is now a critical research priority in contemporary marketing. In this Handbook, a cadre of international scholars offer an overview of current research on this rapidly growing field of study.