EconPapers    
Economics at your fingertips  
 

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

Rimantas Gatautis, Jūratė Banytė (), Rita Kuvykaitė, Regina Virvilaitė, Aistė Dovalienė, Žaneta Piligrimienė, Agnė Gadeikienė, Elena Vitkauskaitė and Asta Tarutė
Additional contact information
Rimantas Gatautis: Kaunas University of Technology
Jūratė Banytė: Kaunas University of Technology
Rita Kuvykaitė: Kaunas University of Technology
Regina Virvilaitė: Kaunas University of Technology
Aistė Dovalienė: Kaunas University of Technology
Žaneta Piligrimienė: Kaunas University of Technology
Agnė Gadeikienė: Kaunas University of Technology
Elena Vitkauskaitė: Kaunas University of Technology
Asta Tarutė: Kaunas University of Technology

A chapter in Gamification and Consumer Engagement, 2021, pp 99-108 from Springer

Abstract: Abstract This chapter of the monograph is devoted to modelling of gamification-based consumer engagement in value creation in the context of ICT development by integrating in the model the main theoretical constructs of gamification, consumer engagement and shared value.

Date: 2021
References: Add references at CitEc
Citations:

There are no downloads for this item, see the EconPapers FAQ for hints about obtaining it.

Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.

Export reference: BibTeX RIS (EndNote, ProCite, RefMan) HTML/Text

Persistent link: https://EconPapers.repec.org/RePEc:spr:prochp:978-3-030-54205-4_5

Ordering information: This item can be ordered from
http://www.springer.com/9783030542054

DOI: 10.1007/978-3-030-54205-4_5

Access Statistics for this chapter

More chapters in Progress in IS from Springer
Bibliographic data for series maintained by Sonal Shukla () and Springer Nature Abstracting and Indexing ().

 
Page updated 2025-04-01
Handle: RePEc:spr:prochp:978-3-030-54205-4_5