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www.T-Science.org       p-ISSN 2308-4944 (print)       e-ISSN 2409-0085 (online)
SOI: 1.1/TAS         DOI: 10.15863/TAS

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ISJ Theoretical & Applied Science 03(95) 2021

Philadelphia, USA

* Scientific Article * Impact Factor 6.630


Rasulov, S. H., Rasulova, M. S., & Elmurodov, S. G.

How gamification influences consumer’s brand perception. Google T-Rex Run case.

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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