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  • CMX Dictionary

    The world's most definitive dictionary on online community management and strategy.
    Clear filters Filtered by: Alphabetic Filtering (G)
    1. Gaming culture

      Gaming culture refers to the set of customs, behaviors, and beliefs shared by video game enthusiasts and communities.

    2. Granularity

      Granularity refers to the level of detail or refinement in a system, process, or dataset, where higher granularity implies more detailed and specific information.

    3. Gratification

      Gratification refers to the pleasurable emotional response that a person experiences after achieving a desired outcome or receiving a reward.

    4. Gameplay motivation (Jon Radoff)

      Gameplay motivation, as conceptualized by Jon Radoff, refers to the psychological factors and incentives that drive individuals to engage in and enjoy playing games.

    5. Gameplay motivation (Richard Bartle)

      Gameplay motivation, as proposed by Richard Bartle, refers to the underlying psychological factors that drive individuals to engage in and enjoy playing multiplayer online games.

    6. Gemeinschaft

      Gemeinschaft refers to a sociological concept that represents a type of social relationship characterized by strong communal ties, shared values, and a sense of community.

    7. Gesellschaft

      Gesellschaft refers to a concept in sociology that describes a type of social organization characterized by impersonal, contractual relationships based on rationality and individual self-interest.

    8. Goal setting

      Goal setting is the process of defining specific objectives or targets and developing a plan of action to achieve them.

    9. Group dynamics

      Goal setting is the process of defining specific objectives or targets and developing a plan of action to achieve them.

    10. Generating ideas (in context of strategy)

      Generating ideas in the context of strategy refers to the process of generating creative and innovative concepts and solutions to drive strategic planning and decision-making.

    11. Go-to-market

      Go-to-market refers to the strategic process and activities undertaken by a company to bring a product or service to market successfully.

    12. Growth stage

      The product life cycle growth stage refers to the phase in a product's life cycle where sales and consumer demand experience a significant increase, indicating rapid market acceptance and growth.

    13. Goal Gradient

      The goal gradient hypothesis suggests that individuals are motivated to increase their effort as they approach a goal, which is employed in gamification elements like progress bars, badges, and profile completion percentages to enhance user engagement and task completion.

    14. Gruen Effect

      Aliases: Target Effect

      The Gruen Effect refers to the phenomenon where an intentionally overwhelming and sensory-rich shopping environment causes consumers to make impulsive purchases.

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