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Play a Game, Save the Planet! Gamification as a Way to Promote Green Consumption

Fuentes, Christian LU (2016) In The Business of Gamification: A Critical Analysis p.144-160
Please use this url to cite or link to this publication:
author
organization
publishing date
type
Chapter in Book/Report/Conference proceeding
publication status
published
subject
keywords
sustainability issues, Green consumerism, digital, smartphone, Consumer culture
in
The Business of Gamification: A Critical Analysis
editor
Dymek, Mikolaj and Zackariasson, Peter
pages
144 - 160
publisher
Routledge Taylor & Francis Group
ISBN
9781138824164
language
English
LU publication?
yes
id
32639405-ad0d-4526-a835-ae655501c3a8
date added to LUP
2016-10-06 09:39:18
date last changed
2016-10-06 12:47:21
@misc{32639405-ad0d-4526-a835-ae655501c3a8,
  author       = {Fuentes, Christian},
  editor       = {Dymek, Mikolaj and Zackariasson, Peter},
  isbn         = {9781138824164},
  keyword      = {sustainability issues,Green consumerism,digital,smartphone,Consumer culture},
  language     = {eng},
  pages        = {144--160},
  publisher    = {ARRAY(0x9c47038)},
  series       = {The Business of Gamification: A Critical Analysis},
  title        = {Play a Game, Save the Planet! Gamification as a Way to Promote Green Consumption},
  year         = {2016},
}