Please use this identifier to cite or link to this item: http://hdl.handle.net/11718/26218
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dc.contributor.advisorSharma, Rajat-
dc.contributor.authorVerma, Amrisha-
dc.contributor.authorGudikal, Vijay Kumar-
dc.date.accessioned2023-03-30T06:36:18Z-
dc.date.available2023-03-30T06:36:18Z-
dc.date.issued2021-09-07-
dc.identifier.urihttp://hdl.handle.net/11718/26218-
dc.description.abstractThis report will try to uncover the type of gamification technique used and how the gamification tool has been implemented across various tech products like ed-tech, food tech, health tech, etc. It will also focus on researching the type of Gamification that is more effective in the Food Tech platforms. The project was based on interviews and surveys of users across various Food Tech Apps; and we have tried to determine the overall effectiveness of Gamification as a tool for customer engagement in these apps. In our study, we have tried to answer the following questions with respect to usage of Food Tech products: • What is the impact of Gamification on the customers and its significance in increasing the customer retention and growth hacking? • What are the factors that lead to customer retention/ repeat usage for apps when applied Gamification?en_US
dc.language.isoenen_US
dc.publisherIndian Institute of Management Ahmedabaden_US
dc.subjectCustomer retentionen_US
dc.subjectGamification - customeren_US
dc.subjectGrowth hackingen_US
dc.subjectFood tech productsen_US
dc.subjectGamification elements -customersen_US
dc.subjectGamification elementsen_US
dc.titleEffectiveness of gamification in customer retention & growth hacking in food tech productsen_US
dc.typeStudent Projecten_US
Appears in Collections:Student Projects

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