Can consumers’ gamified, personalized, and engaging experiences with VR fashion apps increase in-app purchase intention by fulfilling needs?
- Location
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Deutsche Nationalbibliothek Frankfurt am Main
- ISSN
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2198-0802
- Extent
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Online-Ressource
- Language
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Englisch
- Notes
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online resource.
- Bibliographic citation
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Can consumers’ gamified, personalized, and engaging experiences with VR fashion apps increase in-app purchase intention by fulfilling needs? ; volume:8 ; number:1 ; day:5 ; month:10 ; year:2021 ; pages:1-22 ; date:12.2021
Fashion and Textiles ; 8, Heft 1 (5.10.2021), 1-22, 12.2021
- Creator
- Contributor
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SpringerLink (Online service)
- DOI
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10.1186/s40691-021-00270-9
- URN
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urn:nbn:de:101:1-2021103110393858215789
- Rights
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Open Access; Der Zugriff auf das Objekt ist unbeschränkt möglich.
- Last update
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15.08.2025, 7:30 AM CEST
Data provider
Deutsche Nationalbibliothek. If you have any questions about the object, please contact the data provider.
Associated
- Lau, Oiyan
- Ki, Chung-Wha (Chloe)
- SpringerLink (Online service)