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“Game on!” Pushing consumer buttons to change sustainable behavior: a gamification field study

Overview of attention for article published in European Journal of Marketing, June 2021
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mendeley
234 Mendeley
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Article details
Title
“Game on!” Pushing consumer buttons to change sustainable behavior: a gamification field study
Published in
European Journal of Marketing, June 2021
DOI 10.1108/ejm-05-2020-0341
Authors

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Timeline Attention over time Attention Score history
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Activity
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Mendeley demographics

Mendeley demographics

The data shown below were compiled from readership statistics for 234 Mendeley readers of this research output. Click here to see the associated Mendeley record.
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Geographical breakdown

Geographical breakdown
Country Count As %
Unknown 234 100%

Demographic breakdown

Readers by professional status
Readers by professional status Count As %
Student > Ph. D. Student 21 9%
Unspecified 13 6%
Student > Master 12 5%
Lecturer 10 4%
Researcher 9 4%
Other 33 14%
Unknown 136 58%
Readers by discipline
Readers by discipline Count As %
Business, Management and Accounting 31 13%
Computer Science 13 6%
Unspecified 13 6%
Engineering 8 3%
Social Sciences 7 3%
Other 22 9%
Unknown 140 60%