000 | 01320nam a2200301 a 4500 | ||
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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. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_aunmediated _bn _2rdamedia |
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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 |