Gamification: How to develop a brand experience in the B2B environment

dc.contributor.authorBapst, Marvin
dc.contributor.authorZürcher, Melissa
dc.contributor.authorTrovatelli, Dario
dc.contributor.authorSingh, Janko
dc.contributor.authorNohl, Sandro
dc.contributor.mentorPerrett, Pieter Jan
dc.contributor.partnerSwisslog, Buchs
dc.date.accessioned2023-12-22T16:39:45Z
dc.date.available2023-12-22T16:39:45Z
dc.date.issued2021
dc.description.abstractThe client wished to differentiate itself in the logistics and warehouse automation industry by implementing gamification as part of their marketing communication strategy which already included brand awareness and user involvement. The overarching objective of this project was for the client to be perceived by its target audience as a smart, innovative and technology-driven provider. To achieve this the project was expected to develop a use case or application specifically tailored to the client's target audience and based on current academic and practice-relevant findings.
dc.identifier.urihttps://irf.fhnw.ch/handle/11654/41247
dc.language.isoen
dc.publisherHochschule für Wirtschaft FHNW
dc.spatialBrugg-Windisch
dc.subject.ddc330 - Wirtschaft
dc.titleGamification: How to develop a brand experience in the B2B environment
dc.type11 - Studentische Arbeit
dspace.entity.typePublication
fhnw.InventedHereYes
fhnw.PublishedSwitzerlandYes
fhnw.StudentsWorkTypeSemesterarbeit
fhnw.affiliation.hochschuleHochschule für Wirtschaft FHNWde_CH
fhnw.affiliation.institutBachelor of Science
relation.isMentorOfPublication09645d65-421e-4711-b95c-ea438d563629
relation.isMentorOfPublication.latestForDiscovery09645d65-421e-4711-b95c-ea438d563629
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