000 01320nam a2200301 a 4500
008 220802s2020 pau bi 001 0 eng d
020 _a9781799819707
_qhardback
040 _aDLC
_beng
_cDLC
_dDLC
_dUMK
_erda
090 _aHF5415
_b.U85 2020
245 0 0 _aUtilizing Gamification in Servicescapes for Improved Consumer Engagement /
_cMiralem Helmefalk, Linnaeus University, Sweden, Leif Marcusson, Linnaeus University, Sweden,[editors].
264 1 _aHershey, PA :
_bIGI Global, Business Science Reference (an imprint of IGI Global),
_c[2020]
264 4 _a©2020
300 _axxxi, 319 pages ;
_c27 cm.
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
490 1 _aA volume in the advances in business strategy and competitive advantage (ABSCA) books series,
_x2327-3429
504 _aIncludes bibliographical references and index
650 1 0 _aMarketing
650 2 0 _aCustomer services
650 2 0 _aGamification
700 1 _aHelmefalk, Miralem,
_d1986-
_eeditor
700 1 _aMarcusson, Leif,
_eeditor
830 0 _aA Volume in the Advances in Business Strategy and Competitive Advantage (ABSCA) Books Series,
_x2327-3429
907 _a.b11251529
_b09-08-22
_c02-08-22
942 _c1
998 _akoos
_b09-08-22
_cm
_da
_e-
_feng
_gpau
_h0
999 _c124870
_d124870