Now showing items 11-20 of 30
Relational Trust and the Internet of Things
(Academy of Marketing Annual Conference, 2016)
The ‘Internet of Things’ (IoT) is an umbrella term covering a number of digital technologies which communicate with each other through geo-located devices such as smartphones, wearables or household appliances and are used ...
Gamifying a brand experience: insights from an explorative case
(Academy of Marketing Annual Conference, 2014)
Machinima: extending brand reach
An overview of content analysis
(The Marketing Review, 2003)
An investigation into gamification as a customer engagement experience environment
Purpose This study aims to provide empirically generated insights into a gamification approach to online customer engagement and behavior (CE and CEB). There is a substantive discrepancy between popular coverage and ...
Samsung Nation: A Gamified Experience
Hyperreal Living: The DraxTM Files
(Consumer Culture Theory Conference, 2017-07-09)
This paper supports a videographic presentation of findings of research into hyperreal living, based on one of the co-authors documentary evidence from Second Life ® collated over a 15 year period. The videography is ...