Virtual reality and gamification in marketing higher education: A review and research agenda

Purpose – The purpose of this paper is to review studies on the use of virtual reality (VR) and gamification to engage students in higher education for marketing issues to identify the research topics, the research gaps and to prepare a future research agenda. Design/methodology/approach – A literat...

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Detalhes bibliográficos
Autor principal: Loureiro, S. M. C. (author)
Outros Autores: Bilro, R. G. (author), Angelino, F. J. (author)
Formato: article
Idioma:eng
Publicado em: 2020
Assuntos:
Texto completo:http://hdl.handle.net/10071/20761
País:Portugal
Oai:oai:repositorio.iscte-iul.pt:10071/20761