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Now showing items 31-40 of 56
The Future of Machinima
(2014)
Samsung Nation: A Gamified Experience
(Routledge, 2017)
Building student empowerment through live commercial projects: A reflective account of participants
(University of Hull, 2016)
Machinima & Me
(2014)
Machinima: A meme of our time
(IGI Global, 2016-03)
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 ...
It’s mine: Participation and ownership within virtual value co-creation enviornments.
(Routledge, 2010)
Interpretations of value and the processes of value creation are rapidly evolving from product and firm centric perspectives to personalised consumer experiences. However, whilst much of the literature in this area advocates ...
The role of product attributes in influencing consumer perceptions of corporate reputation and corporate sustainability strategy
(2nd International Colloquium on Design, Branding and Marketing, 2014)