Please use this identifier to cite or link to this item: https://ah.lib.nccu.edu.tw/handle/140.119/79021
DC FieldValueLanguage
dc.contributor傳播學院
dc.creatorWu, Dai-Yun
dc.creator吳岱芸zh_TW
dc.date2015
dc.date.accessioned2015-10-23T09:20:51Z-
dc.date.available2015-10-23T09:20:51Z-
dc.date.issued2015-10-23T09:20:51Z-
dc.identifier.urihttp://nccur.lib.nccu.edu.tw/handle/140.119/79021-
dc.description.abstractThis article aims to provide a new understanding of the theoretical foundations of gamification and the related phenomena in the field of marketing communication. We started from redefining the concept of marketing gamification, and tried to point out the mechanisms of the phenomena by proposing theoretical basis from brand and consumer perspective separately. Finally, we tried to clarify some similar concepts, and put forward a marketing gamification model and a gamification concept map as the preliminary theoretical framework for further research in the future.
dc.format.extent1092616 bytes-
dc.format.mimetypeapplication/pdf-
dc.relationMass Communication Research , 124, 215-251
dc.titleFrom Game to Gamification: Preliminary Research of Gamification Marketing Theory
dc.typearticleen
item.openairecristypehttp://purl.org/coar/resource_type/c_18cf-
item.fulltextWith Fulltext-
item.openairetypearticle-
item.grantfulltextrestricted-
item.cerifentitytypePublications-
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