SOSYAL PAZARLAMA ARACI OLARAK OYUNLAŞTIRMA: KAVRAMSAL BİR DEĞERLENDİRME
Öz
Anahtar Kelimeler
Kaynakça
- Altarriba, F. (2014). The Revolution of Fun. Documento de trabajo. Disponible en.
- Anderson, S. P. (2011). Seductive interaction design: creating playful, fun, and effective user experiences. Berkeley, Calif.: New Riders.
- Andreasen, A. R. (1994). Social marketing: Its definition and domain. Journal of public policy & marketing, 13(1), 108-114.
- Andreasen, A. R. (2001). “Intersector Transfer of Marketing Knowledge,” in Handbook of Marketing and Society, Paul, N. Boom , and Gundlach, Gregory T. , eds. Thousand Oaks, CA: Sage Publications, 80–104.
- Andreasen, A. R., Kotler, P., & Parker, D. (2008). Strategic marketing for nonprofit organizations.
- Arrasvuori, J., Boberg, M., Holopainen, J., Korhonen, H., Lucero, A., & Montola, M. (2011, June). Applying the PLEX framework in designing for playfulness. In Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces (p. 24). ACM.
- Bandura, A. (1977). Self-efficacy: toward a unifying theory of behavioral change. Psychological review, 84(2), 191.
- Bartels, R. (1974). The Identity Crisis in Marketing: Is marketing a specific function with general applicability or a general function that is specifically applied?. Journal of marketing, 38(4), 73-76.
Ayrıntılar
Birincil Dil
Türkçe
Konular
-
Bölüm
Araştırma Makalesi
Yazarlar
Selin Ögel Aydın
Bu kişi benim
Türkiye
Yayımlanma Tarihi
30 Haziran 2020
Gönderilme Tarihi
10 Nisan 2018
Kabul Tarihi
12 Eylül 2019
Yayımlandığı Sayı
Yıl 2020 Cilt: 12 Sayı: 1