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Philadelphia, USA |
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* Scientific Article * Impact Factor 6.630 |
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Rasulov, S. H., Rasulova, M. S., & Elmurodov, S. G.
How gamification influences consumer’s brand perception. Google T-Rex Run case. |
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Full Article: PDF
Scientific Object Identifier: http://s-o-i.org/1.1/TAS-03-95-6
DOI: https://dx.doi.org/10.15863/TAS.2021.03.95.6
Language: English
Citation: Rasulov, S. H., Rasulova, M. S., & Elmurodov, S. G. (2021). How gamification influences consumer’s brand perception. Google T-Rex Run case. ISJ Theoretical & Applied Science, 03 (95), 48-52. Soi: http://s-o-i.org/1.1/TAS-03-95-6 Doi: https://dx.doi.org/10.15863/TAS.2021.03.95.6 |
Pages: 48-52
Published: 30.03.2021
Abstract: In today’s highly competitive market, which contains millions of different brands, it is a big challenge for marketers to attract consumer’s attention to a particular product or brand. The use of game in the design of non-game context has significant impact on brand awareness. This article explains gamification and aspects of perception, learning and memory. In this article, the concepts from the case study – ‘Google T-Rex Run!’, is applied using the theoretical framework from a consumer behaviour point of view. This introduces a new vision of the topic and academic insight.
Key words: gamification, brand awareness, perception, in game advertising, experiment.
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