| dc.contributor.author | Qandeel Talat, 01-221132-024 | |
| dc.date.accessioned | 2017-07-13T06:16:27Z | |
| dc.date.available | 2017-07-13T06:16:27Z | |
| dc.date.issued | 2015 | |
| dc.identifier.uri | http://hdl.handle.net/123456789/2478 | |
| dc.description | Supervised by Mr. Salman Ali Khan | en_US |
| dc.description.abstract | With the advent of technology, easier access to knowledge and smarter customers, it was becoming harder to get the desired outcomes using the old mediums of marketing. The traditional means of marketing are becoming less fruitful day by day and marketers are desperate to come up with newer strategies to attract, retain and engage more customers. Thus comes Gamification. It is a buzzword that has been circling its way around for quite some time now. To put it in simple words, it means to borrow certain elements from games that make them fun and engaging and put them into non-business activities. | en_US |
| dc.language.iso | en | en_US |
| dc.publisher | Bahria University Islamabad Campus | en_US |
| dc.relation.ispartofseries | MBA;MFN 4655 | |
| dc.subject | Management Sciences | en_US |
| dc.title | Gamification : Are the people of Pakistan ready for it | en_US |
| dc.type | Thesis | en_US |