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Mikolaj Dymek

Biographic Data

ID169258
NAMEMikolaj Dymek
GIVEN NAMESMikolaj
FAMILY NAMEDymek
SIGNATUREDYMEK M
AFFILIATIONSSundsvall Municipality
ORCID0000-0002-0699-3790
VERIFIEDYes
TOTAL WORKS3
TOTAL CITATIONS2
AUTHOR COUNT3
EDITOR COUNT0
FIRST PUBLICATION YEAR2016
LATEST PUBLICATION YEAR2018
H-INDEX1
  • Expanding the magic circle - gamification as a marketplace icon

    Mikolaj Dymek•ARTICLE•Consumption Markets & Culture•2018•References: 25

    This article explores the gamification trend sweeping the globe promising increased engagement and motivation, in practically any industry, context and culture, based on a stratagem of “game design elements in non-game contexts,” which is its most quoted definition [Deterding, Sebastian, Miguel Sicart, Lennart Nacke, Kenton O'Hara, and Dan Dixon. 2011. “Gamification – Using Game-Design Elements in Non-Gaming Contexts.” Paper presented at the CHI …

  • Social media election campaigning

    Kajsa Falasca, Mikolaj Dymek et al.•ARTICLE•Contemporary Social Science•2017•Cited by: 2•References: 6

    This paper posits the notion of digital political labour (DPL) as a rewarding concept for the analysis of political communication and social media. Numerous studies conclude that the engagement, dialogic and social affordances of social media have not yet been realised. But despite the lack of direct interaction, active audiences are, by their own actions in social media, taking part in DPL since audiences do not only receive political messages b…

  • Video Game Marketing

    Peter Zackariasson, Mikolaj Dymek•BOOK•Video Game Marketing•2016

    The video game industry has been one of the fastest-growing cultural phenomena of our times with market conditions that demand a specific skill set from its marketers. To a new generation of "indie gamers", being a game developer isn’t just about design and production, a successful video game demands entrepreneurial skills and astute business acumen. The creators need to know what their customers want, how to reach those customers and how to sell…

  • Social media election campaigning

    Kajsa Falasca, Mikolaj Dymek et al.•ARTICLE•Contemporary Social Science•2017•Cited by: 2•References: 6

    This paper posits the notion of digital political labour (DPL) as a rewarding concept for the analysis of political communication and social media. Numerous studies conclude that the engagement, dialogic and social affordances of social media have not yet been realised. But despite the lack of direct interaction, active audiences are, by their own actions in social media, taking part in DPL since audiences do not only receive political messages b…

  • Video Game Marketing

    Peter Zackariasson, Mikolaj Dymek•BOOK•Video Game Marketing•2016

    The video game industry has been one of the fastest-growing cultural phenomena of our times with market conditions that demand a specific skill set from its marketers. To a new generation of "indie gamers", being a game developer isn’t just about design and production, a successful video game demands entrepreneurial skills and astute business acumen. The creators need to know what their customers want, how to reach those customers and how to sell…

  • Social media election campaigning

    Kajsa Falasca, Mikolaj Dymek et al.•ARTICLE•Contemporary Social Science•2017•Cited by: 2•References: 6

    This paper posits the notion of digital political labour (DPL) as a rewarding concept for the analysis of political communication and social media. Numerous studies conclude that the engagement, dialogic and social affordances of social media have not yet been realised. But despite the lack of direct interaction, active audiences are, by their own actions in social media, taking part in DPL since audiences do not only receive political messages b…

  • Expanding the magic circle - gamification as a marketplace icon

    Mikolaj Dymek•ARTICLE•Consumption Markets & Culture•2018•References: 25

    This article explores the gamification trend sweeping the globe promising increased engagement and motivation, in practically any industry, context and culture, based on a stratagem of “game design elements in non-game contexts,” which is its most quoted definition [Deterding, Sebastian, Miguel Sicart, Lennart Nacke, Kenton O'Hara, and Dan Dixon. 2011. “Gamification – Using Game-Design Elements in Non-Gaming Contexts.” Paper presented at the CHI …

Computer Science (2 works) · Digital Games and Media (2 works) · Media studies (2 works) · Psychology (2 works) · Sociology (2 works) · Advertising (1 works) · Affordance (1 works) · Ambiguity (1 works) · Board (1 works) · Business (1 works)

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