Ścibor-Rylski, Michał - In: Journal of marketing and consumer behaviour in emerging … (2020) 1, pp. 60-67
Gamification is defined as using game design elements in non-gaming contexts: education, management, marketing and also market research. Gamified research tools help to increase respondents' engagement and obtain more in-depth results. Up till now the effects of gamifications were tested in the...