Gamification:
A) refers to marketing in the gaming industry.
B) uses game thinking to affect behaviour.
C) is the set of relationships between a business and its customers.
D) is a process allowing consumers to compete for product.
Correct Answer:
Verified
Q14: Faster adoption rates can result from:
A) good
Q15: Tradeshows:
A) don't address decision makers.
B) are cost-effective.
C)
Q16: The pricing type that adds a percentage
Q17: Promotional themes should:
A) focus on the technical
Q18: Value-based pricing depends on:
A) associating product and
Q19: Distribution channel refers to:
A) the movement of
Q20: Marketing activities:
A) are always overlooked by entrepreneurs.
B)
Q21: Foursquare:
A) is a mobile-driven social networking process.
B)
Q22: Guerilla marketing refers to:
A) entrepreneurs who are
Q23: An advantage of Internet advertising is:
A) its
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