Gamification and Consumer Engagement: Creating Value in Context of ICT Development (Progress in IS)
by Rimantas Gatautis, Jūratė Banytė, Elena Vitkauskaitė
This volume in the Progress in IS series explores gamification as a tool for boosting consumer engagement amid ICT development. It focuses on creating value through interactive digital strategies, offering insights into how game elements can transform consumer-brand relationships in technology-driven contexts.
About This Book
Gamification and Consumer Engagement examines the role of game-like elements in fostering deeper interactions between consumers and brands within the context of information and communication technology (ICT) advancements.
The book addresses how these techniques can generate meaningful value, drawing on theoretical frameworks and practical applications in digital environments.
Authors Rimantas Gatautis, Jūratė Banytė, and Elena Vitkauskaitė contribute insights from the Progress in IS series, highlighting the intersection of consumer behavior and technological progress.
Through a structured analysis, the text provides a foundation for understanding gamification's impact on engagement strategies in modern business settings.
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