Gamification as a part of a long-term marketing strategy for SaaS company on the example of Azavista.com
Morozov, Anton (2014)
Morozov, Anton
Kymenlaakson ammattikorkeakoulu
2014
Creative Commons Attribution-NoDerivs 3.0 Unported
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2014052710429
https://urn.fi/URN:NBN:fi:amk-2014052710429
Tiivistelmä
The aim of this thesis was to study possible ways of promoting SaaS Company on the Russian event management market, by educating people throw using the Gamification module.
During the research I found a way to implement Azavista’s Educational Module in order both to teach future industry professionals more about event management, and also show them how it all can be done in a cost-effective and less time-consuming way with the help of Azavista and other technologies in general. My research was practice- based, which means that all the collected data was gathered by me personally, during my work for Azavista. Some names of companies or Universities are not stated due to business confidentiality or pending status of those entities as our official partners.
The results of this research show the possible impact and need of launching a Gamification module in Russia, especially now, when Azavista is just entering the market, and while all our main domestic and foreign competitors are not active. In a line with this, the general research of the market and industry itself shows the current state of its development in Russia, as well as its possible future trends. The third main result was practical: I managed to establish plenty of contacts with the universities of Moscow and St. Petersburg. Turn some of them to hot leads for Azavista and foster partnerships and friendly relationships.
During the research I found a way to implement Azavista’s Educational Module in order both to teach future industry professionals more about event management, and also show them how it all can be done in a cost-effective and less time-consuming way with the help of Azavista and other technologies in general. My research was practice- based, which means that all the collected data was gathered by me personally, during my work for Azavista. Some names of companies or Universities are not stated due to business confidentiality or pending status of those entities as our official partners.
The results of this research show the possible impact and need of launching a Gamification module in Russia, especially now, when Azavista is just entering the market, and while all our main domestic and foreign competitors are not active. In a line with this, the general research of the market and industry itself shows the current state of its development in Russia, as well as its possible future trends. The third main result was practical: I managed to establish plenty of contacts with the universities of Moscow and St. Petersburg. Turn some of them to hot leads for Azavista and foster partnerships and friendly relationships.