Please use this identifier to cite or link to this item: http://bura.brunel.ac.uk/handle/2438/17665
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dc.contributor.authorYang, Y-
dc.contributor.authorAsaad, Y-
dc.contributor.authorDwivedi, Y-
dc.date.accessioned2019-03-12T11:56:26Z-
dc.date.available2017-04-03-
dc.date.available2019-03-12T11:56:26Z-
dc.date.issued2017-04-03-
dc.identifier.citationYang, Y., Asaad, Y. and Dwivedi, Y. (2017). Examining the impact of gamification on intention of engagement and brand attitude in the marketing context. Computers in Human Behavior, 73, pp.459–469. doi: 10.1016/j.chb.2017.03.066en_US
dc.identifier.issn0747-5632-
dc.identifier.urihttp://bura.brunel.ac.uk/handle/2438/17665-
dc.format.extent459 - 469-
dc.language.isoenen_US
dc.publisherElsevieren_US
dc.subjectGamificationen_US
dc.subjectTAMen_US
dc.subjectBrand attitudeen_US
dc.subjectEngagementen_US
dc.titleExamining the impact of gamification on intention of engagement and brand attitude in the marketing contexten_US
dc.typeArticleen_US
dc.identifier.doihttp://dx.doi.org/10.1016/j.chb.2017.03.066-
dc.relation.isPartOfComputers in Human Behavior-
pubs.publication-statusPublished-
pubs.volume73-
Appears in Collections:Brunel Business School Research Papers

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