VGU RESEARCH REPOSITORY
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https://epub.vgu.edu.vn/handle/dlibvgu/1045
Title: | How does gamification keep app users engaged? case study of red. tutor project, red hare studios | Authors: | Ngo Ngoc Mai Thy | Keywords: | Gamification;Marketing;Mobile App;Internet users;Advertisement | Issue Date: | 2021 | Abstract: | The research explores the use of gamification in keeping app users engaged and finds out how a gamification system could be designed. The purpose of the study is to study how gamification could be designed to increase engagement. The research approaches how Dr.Koh, CEO, and CTO of red hare studios, plans to use gamification in the Red.Tutor project to enhance user engagement. In order to answer the research question, the paper consolidated literature reviews, reviewed various types of models, and found out the expert’s insights about the gamification design. The end results will be a model for gamification that is suited for the Red.Tutor project. First, gamification in education is the application of game elements into the learning context for the purposes of more than just learning but also motivating learners to learn. Gamification is part of marketing because it profiles users and changes their behaviors. Second, different models and frameworks are applied to enhance customer engagement |
URI(1): | http://epub.vgu.edu.vn/handle/dlibvgu/1045 |
Appears in Collections: | Finance & Accounting (FA) |
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File | Description | Size | Format | |
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How does gamification keep app users engaged case study of red. tutor project red hare studios.pdf | 8.23 MB | Adobe PDF | View/Open |
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