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dc.contributor.advisorMorgan, Alanen
dc.contributor.authorGavina, Jexyen
dc.date.accessioned2017-04-27T15:00:10Z
dc.date.available2017-04-27T15:00:10Z
dc.date.issued2016
dc.identifier.citationTaton, C. (2015). Magazines’ advertising of French cosmetics brands in China: strategies influenced by a culture. Masters Thesis, Dublin Business School.en
dc.identifier.urihttp://hdl.handle.net/10788/3227
dc.description.abstractGamification is a new system of communication and management for businesses. A message by the game becomes a real issue for companies seeking to communicate with target increasingly volatile. Gamification is still poorly used. Therefore, the objective of this work is to show how this system is moving in the professional world. Beyond the game, Gamification can be an effective way to meet the needs of new generations. I wanted to show that through the game, companies could meet perceptible and societal needs. Thus, they could be used as new growth opportunities. Author keywords: Generation Y, gamification, social gamification, french management, millennials, serious games, new ethics needsen
dc.language.isoenen
dc.publisherDublin Business Schoolen
dc.rightsItems in Esource are protected by copyright. Previously published items are made available in accordance with the copyright policy of the publisher/copyright holder.en
dc.rights.urihttp://esource.dbs.ie/copyright
dc.subjectConsumer behavioren
dc.subjectMarketingen
dc.titleThe social outcome in Gamification applied to the Generation Y is a growth lever for French businessesen
dc.typeThesisen
dc.rights.holderCopyright: The authoren
dc.type.degreenameMSc in Marketingen
dc.type.degreelevelMScen


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