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Gamification pp 111-121 | Cite as

A Serious Game as a Market Research Method for Purchase Decision Processes

  • Silke PlennertEmail author
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Part of the Progress in IS book series (PROIS)

Abstract

Over the past few years games, and gamification have become increasingly widespread in numerous business sectors. The serious game introduced in this chapter is designed as a qualitative market research method, thereby showing a comparatively new field of application for games. It can be used in place of classical qualitative methods, such as focus groups or interviews. It reduces the weaknesses of such techniques, whilst simultaneously using the advantages of game thinking. The game maps the information search during a purchase decision process and enables the probands to play their individual information search process. During this procedure, they reveal valuable insights into their needs. These insights could help organisations to influence their customers at the relevant touch points during the decision process.

Keywords

Market Research Information Search Game Design Game Board Information Field 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Springer International Publishing Switzerland 2017

Authors and Affiliations

  1. 1.Institut für WirtschaftsinformatikTechnische Universität BraunschweigBraunschweigGermany

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