ǂthe ǂcase of Mayamaya brand
Aleksandra Petrovska (Author), Jure Erjavec (Mentor)

Abstract

Using gamification to increase customer engagement

Keywords

informatics;information technology;marketing;consumer;brands;cases;case study;

Data

Language: English
Year of publishing:
Typology: 2.09 - Master's Thesis
Organization: UL EF - Faculty of Economics
Publisher: [A. Petrovska]
UDC: 366
COBISS: 85738499 Link will open in a new window
Views: 278
Downloads: 17
Average score: 0 (0 votes)
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Other data

Secondary language: Slovenian
Secondary title: Uporaba igrifikacije za zviševanje zavzetosti strank: primer blagovne znamke Mayamaya
Secondary keywords: informatika;informacijska tehnologija;trženje;potrošnik;blagovne znamke;primeri;case study;
Type (COBISS): Master's thesis/paper
Thesis comment: Univ. Ljubljana, Ekonomska fak.
Pages: V, 49, 2 str.
ID: 13815217
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