Now showing items 41-50 of 60
Creative Technologies and The City
(Royal Geographical Society with IBG, 2017-09-01)
The presentation was delivered as part of a themed panel on the roles of creative technologies in future smart cities. The session outlined how creative technologies have the capacity to transpose and transform traditional ...
Convergence of gaming and virtual worlds.
(Sprenger / IGI, 2010)
Exploring Consumer Associations between Corporate Reputation, Corporate Sustainability and Product Attributes within Utilitarian Market Contexts
(Taylor and Francis, 2017-06-09)
Much of the extant literature proposes that contemporary motivated consumers assess, evaluate and differentiate firms based not only on their corporate reputation (CR), but also on their corporate sustainability (CS) ...
Mobile eye-tracking in retail
Value transformation in the lets play gaming sub-culture
Let’s play is a globally significant phenomenon in creative online content generation that has evolved from gaming culture. Little is understood about the behavior and motivations of community participants to generate ...
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 ...
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 ...
Gamifying a brand experience: insights from an explorative case
(Academy of Marketing Annual Conference, 2014)
Performance Trust: Internet of Things
(International Colloquium on Relationship Marketing, 2016)
Internet of Things: understanding trust in techno-service systems
The characteristics of the Internet of Things (IoT) are such that traditional models of trust developed within interpersonal, organisational, virtual and Information Systems (IS) contexts may be inappropriate for use within ...