All Stories

  1. Gaming attribute preferences in social marketing programmes
  2. Designing gamified transformative and social marketing services
  3. Money or mind? What matters most in influencing low-income earners to be energy efficient?
  4. Travelling alone or travelling far?
  5. Online support for vulnerable consumers: a safe place?
  6. Gamification and serious games within the domain of domestic energy consumption: A systematic review
  7. How Does Serious M-Game Technology Encourage Low-Income Households To Perform Socially Responsible Behaviors?
  8. Electronic games: can they create value for the moderate drinking brand?