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Gamifying marketing : fusing games with consumer transactions to sustain engagement and accurate choices
[thesis]
2013
In this thesis we identify two problems. First, the consumer problem consists of a tension between performance (i.e.: a focus on final choices), and persistence (i.e.: a focus on pleasurable experiences) behaviours. Some pleasurable activities such as gameplay help to solve this problem by generating Flow , a highly enjoyable and focused state associated with improved cognitive functioning (Guo & Poole, 2008). Games provide an interesting marketing analogy, because like many common market
doi:10.26190/unsworks/16294
fatcat:s6yperw4g5fppea2t452j2uh7y