Oyunlaştırmada Hedeflenen Etki Düzeylerinin Pazarlama İletişimi Bağlamında Kullanımı Üzerine Bir İnceleme
Öz
Anahtar Kelimeler
Oyunlaştırma, Etki Düzeyleri, Pazarlama İletişimi, Sadakat Kampanyaları
Kaynakça
- Aparicioa, M., J.Costa, C., & Moises, R. (2021, Mart). Gamification and reputation: key determinants of e-commerce usage and repurchase intention. Heliyon, 7(3). doi:https://doi.org/10.1016/j.heliyon.2021.e06383
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- DeMarco , R., & Chau, L. (2013). What Starbucks Gets About Loyalty. 08 Nisan 2022 tarihinde US News: https://www.usnews.com/opinion/blogs/economic-intelligence/2013/11/20/what-starbucks-gets-about-gamification-and-loyalty adresinden alındı
- Esgin, Y. (2018). İkna Teknolojileri İnternet Sitelerinde Sektörel Bazlı Karşılaştırmalı Analiz. İstanbul: Çizgi Kitabevi.
- Formation. (2021). How Starbucks Became #1 in Customer Loyalty. formation.ai: https://formation.ai/blog/how-starbucks-became-1-in-customer-loyalty/ adresinden alındı
- Fortune Business Insight. (2020, Haziran). Gamification Market. 03 Mart 2022 tarihinde Industry Reports:https://www.fortunebusinessinsights.com/industry-reports/gamification-market-1006 32 adresinden alındı
- Goasduff, L. (2020, Ocak). How Gamification Boosts Consumer Engagement. Information Technology :https://www.gartner.com/smarterwithgartner/how-gamification-boosts-consumer-engagement adresinden alındı
- Harris, S., & O’Gorman, K. (2014). Mastering Gamification: Customer Engagement in 30 Days. Birmingham,İngiltere: Impackt Publishing.