Play a Game, Save the Planet! Gamification as a Way to Promote Green Consumption
(2016) p.144-160
    Please use this url to cite or link to this publication:
    https://lup.lub.lu.se/record/32639405-ad0d-4526-a835-ae655501c3a8
- author
- 						Fuentes, Christian
				LU
				  
- organization
- publishing date
- 2016
- type
- Chapter in Book/Report/Conference proceeding
- publication status
- published
- subject
- keywords
- sustainability issues, Green consumerism, digital, smartphone, Consumer culture
- host publication
- The Business of Gamification: A Critical Analysis
- editor
- Dymek, Mikolaj and Zackariasson, Peter
- pages
- 144 - 160
- publisher
- Routledge
- external identifiers
- 
                - scopus:85021902416
 
- ISBN
- 9781138824164
- 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
- 2025-10-14 11:05:00
@inbook{32639405-ad0d-4526-a835-ae655501c3a8,
  author       = {{Fuentes, Christian}},
  booktitle    = {{The Business of Gamification: A Critical Analysis}},
  editor       = {{Dymek, Mikolaj and Zackariasson, Peter}},
  isbn         = {{9781138824164}},
  keywords     = {{sustainability issues; Green consumerism; digital; smartphone; Consumer culture}},
  language     = {{eng}},
  pages        = {{144--160}},
  publisher    = {{Routledge}},
  title        = {{Play a Game, Save the Planet! Gamification as a Way to Promote Green Consumption}},
  year         = {{2016}},
}