All Stories

  1. Design fiction diegetic prototyping: a research framework for visualizing service innovations
  2. Cocurated Digital Culture: Machinima
  3. Value Transformation in the ‘Let’s Play’ Gaming Subculture
  4. Internet of Things: understanding trust in techno-service systems
  5. An evaluation of performance arts in generating business value
  6. Machinima: Extending brand reach
  7. An investigation into gamification as a customer engagement experience environment
  8. Co-creation and ambiguous ownership within virtual communities: the case of the Machinima community
  9. Mobile Eye-Tracking in Retail Research
  10. Marketing beyond the frontier? Researching the new marketing landscape of virtual worlds
  11. Machinima as a learning tool
  12. Shedding light on retail environments
  13. Market research within 3D virtual worlds: an examination of pertinent issues
  14. Emergence of Gamified Commerce
  15. Towards a Manifesto for Machinima
  16. ‘It's Mine!’ – Participation and ownership within virtual co-creation environments
  17. The moderating influence of client sophistication on relationships within business‐to‐business credence service markets
  18. Infiltrating an e-tribe: marketing within the Machinima [computerised games] community
  19. Developing Buyer-Seller Relationships Through Face-to-Face Negotiations
  20. Grounding continuous professional development (CPD) in teaching practice
  21. Relationship marketing: why bother?
  22. An Overview of Content Analysis
  23. Business negotiations in the context of strategic relationship development
  24. Machinima:
  25. Convergence of Online Gaming and E-Commerce
  26. Convergence of Online Gaming and E-Commerce