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Stein, F., Guerreiro, J. & Loureiro, S. (2023). How gamification in virtual reality affects brand coolness and marketing outcomes. In Umashankar, N., and Lisjak, M. (Ed.), 2023 AMA Winter Academic Conference. (pp. 727-730). Nashville, Tennessee, USA: American Marketing Association.
F. Stein et al., "How gamification in virtual reality affects brand coolness and marketing outcomes", in 2023 AMA Winter Academic Conf., Umashankar, N., and Lisjak, M., Ed., Nashville, Tennessee, USA, American Marketing Association, 2023, vol. 24, pp. 727-730
@inproceedings{stein2023_1732203381966, author = "Stein, F. and Guerreiro, J. and Loureiro, S.", title = "How gamification in virtual reality affects brand coolness and marketing outcomes", booktitle = "2023 AMA Winter Academic Conference", year = "2023", editor = "Umashankar, N., and Lisjak, M.", volume = "24", number = "", series = "", pages = "727-730", publisher = "American Marketing Association", address = "Nashville, Tennessee, USA", organization = "American Marketing Association", url = "https://www.ama.org/events/academic/2023-ama-winter-academic-conference/" }
TY - CPAPER TI - How gamification in virtual reality affects brand coolness and marketing outcomes T2 - 2023 AMA Winter Academic Conference VL - 24 AU - Stein, F. AU - Guerreiro, J. AU - Loureiro, S. PY - 2023 SP - 727-730 CY - Nashville, Tennessee, USA UR - https://www.ama.org/events/academic/2023-ama-winter-academic-conference/ AB - Description: The current study shows that hedonic and social values enhance perception of brand coolness and that utilitarian value was found not to affect brand coolness in a VR environment with a gamification experience, however, brand coolness affects brand preference and customer loyalty in such environment. ER -