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A game of balance and disguise: Examining experiential value and game attributes in social marketing m-games
Dissertation   Open access

A game of balance and disguise: Examining experiential value and game attributes in social marketing m-games

Rory Mulcahy
Doctor of Philosophy, Queensland University of Technology
2015
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http://eprints.qut.edu.au/87830/View
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Abstract

Marketing social marketing gaming attributes
Experiential value is an important driver of customer repeat behaviour and is necessary for achieving sustained behaviour. Understanding the value gained by consumers is particularly important when adopting innovative techniques, such as new technology. Social marketing (behaviour change) practice is increasingly using the technology of mobile games (m-games), yet there is little scholarly research to explain how these games can create experiential value for the user, or which game attributes influence this value. A key finding of this thesis is the importance of achieving a balance between entertainment value and behaviour value through the use of key game attributes relating to disguise and performance. The research offers a contribution to address current managerial problems faced by social marketing practitioners looking to employ m-games to achieve behavioural outcomes.

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