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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Internal marketing through gamification : A qualitative study on the influence of game elements within an app on internal marketing activities

Grönvall, Alf, Holmner Härgestam, Axel January 2019 (has links)
AbstractThe subject of gamification is a relatively new and novel concept when it comes to stimulating behavior. Gamification is the use of game elements in a non-game context. Gamification is a tool that can motivate people to engage with activities related to health, education and personal productivity. Gamification can be used in a plethora of areas, and business and organizational contexts are no exception.This study investigates how gamification and the use of game elements in an organizational context influence internal marketing activities. Internal marketing is a management philosophy that explores how to treat employees as internal customers to increase the quality of service. This study investigates how gamification and game elements can help accomplishing this goal through influencing internal marketing activities. The study answers the following research question:The purpose of the study is to investigate how gamification and game elements of an app influence internal marketing activities. The app we are investigating was developed by Volvo Group for their employee ambassador program, called #WeAreVolvoGroup. The app is the context which is being investigated as it contains elements of gamification. A conceptual framework has been developed containing game elements as an influence on seven internal marketing activities, which are job product development, employee recruitment, training and education, motivation and reward, internal market research, internal communication, and retention of staff.A qualitative study was conducted by interviewing managers and users of the app, #WeAreVolvoGroup. By using the thematic analysis, the results were presented and combined into themes that were further analyzed and connected to the conceptual framework. The conceptual framework was revised by retracting internal marketing activities that the app did not contribute to, which were job product development, employee recruitment, training and education, and retention of staff, and adding additional factors that the app contributes to. The findings of this study demonstrate that gamification influences the internal marketing activities that were present in the app listed as motivation and reward, internal communication, and internal market research, as well as additional factors which was company culture and personal branding. Our findings showed that the gamification and game elements of the app influenced these activities

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