Now showing items 11-20 of 64
Trust Management Systems in Relationship Marketing: Internet of Things
(International Colloquium on Relationship Marketing, 2015)
Mobile eye-tracking in retail
Cyborgian encounters in relationship marketing contexts
(International Colloquium on Relationship Marketing, 2017-09-12)
The paper discusses the theoretical development and concepts that may apply to a new class of human-robot relationship for marketing contexts. The presentation will discuss the preliminary findings into how firms/brands ...
Art-AI Festival website
(De Montfort University, 2018-04)
A website developed to support the Art-AI Festival www.art-ai.dmu.ac.uk - led by Harwood, the festival was a collaboration with Phoenix, Highcross and Luba Elliott, sponsored by #DMULocal. The festival events took place ...
People, places, spaces: the influence of lighting contrast on consumers' visual attention in a retail context
(Academy of Marketing Annual Conference, 2014)
Barriers to Machinima
The cultural and economic impacts of machinima
(13th International Colloquium on Arts, Heritage, Non-Profit and Social Marketing, 2014)
Infiltrating an eTribe: Marketing to the Machinima [computerised games] community.
(Westburn Publishers Ltd, 2009)
Whilst recent literature on social networking theory has tended to concentrate on ‘brand communities’ (e.g. Cova et al., 2007) and off-line tribal behaviour (e.g. Moutinho et al., 2007), there is relatively sparse literature ...
Practising creativity to develop students in marketing
(Student Engagement in Higher Education Journal, 2019)
This paper presents the findings of a ‘client-based’ experiential learning innovation introduced into the curriculum of a postgraduate marketing and advertising programme at a UK higher education institution. Based on ...
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 ...