ICT based Gamification in the Dissemination of Content


Abstract:

This research refers to gamification as a content strategy in marketing and aims to analyze author resources that focus on content dissemination to increase customer satisfaction and commitment through engagement. The research is of an experimental-exploratory type through a quantitative approach; the survey technique and an instrument with Likert scale items previously validated by Cronbach's Alpha with a calculation of 0.842 are used, that is, the instrument was reliable for the investigation; for the development of resources, they are created through the ADDIE model; and the post-test focused on the TAM model. The results obtained from the research show that users accept the technology through gamification resources, which allow them to have a better motivation the purchase a product. It is concluded that gamification is currently an innovative tool for the consumer, as well as having an impact on decision-making in the acquisition of new services.

Año de publicación:

2022

Keywords:

  • Gamification
  • STRATEGIES
  • information and communication technologies
  • Author resources
  • MARKETING

Fuente:

googlegoogle
scopusscopus

Tipo de documento:

Conference Object

Estado:

Acceso restringido

Áreas de conocimiento:

  • Software

Áreas temáticas:

  • Juegos de habilidad de interior
  • Métodos informáticos especiales
  • Interacción social