Can Gamification Increase Consumer Engagement? A Qualitative Approach on a Green Case

Stavros Lounis, Xanthippi Neratzouli, Katerina Pramatari

Open source

DOI
10.1007/978-3-642-37437-1_17
Published
2013
Container
IFIP Advances in Information and Communication Technology
Publisher
Springer Berlin Heidelberg
Open access
unknown

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BibTeX

@article{allodium:10.1007/978-3-642-37437-1_17,
  title = {Can Gamification Increase Consumer Engagement? A Qualitative Approach on a Green Case},
  author = {Stavros Lounis and Xanthippi Neratzouli and Katerina Pramatari},
  year = {2013},
  journal = {IFIP Advances in Information and Communication Technology},
  doi = {10.1007/978-3-642-37437-1_17},
  url = {https://doi.org/10.1007/978-3-642-37437-1_17}
}

RIS

TY  - JOUR
TI  - Can Gamification Increase Consumer Engagement? A Qualitative Approach on a Green Case
AU  - Stavros Lounis
AU  - Xanthippi Neratzouli
AU  - Katerina Pramatari
PY  - 2013
JO  - IFIP Advances in Information and Communication Technology
DO  - 10.1007/978-3-642-37437-1_17
UR  - https://doi.org/10.1007/978-3-642-37437-1_17
ER  - 

APA

Lounis, S., Neratzouli, X., & Pramatari, K. (2013). Can Gamification Increase Consumer Engagement? A Qualitative Approach on a Green Case. IFIP Advances in Information and Communication Technology. https://doi.org/10.1007/978-3-642-37437-1_17

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