Please use this identifier to cite or link to this item: http://hdl.handle.net/11547/2814
Full metadata record
DC FieldValueLanguage
dc.contributor.authorTuncdemir Matem
dc.contributor.authorYenmis Guven
dc.contributor.authorTombulturk Kubra
dc.contributor.authorArkan Hulya
dc.contributor.authorSoydas Tugba
dc.contributor.authorTek Rasit Burak
dc.contributor.authorAltintas Ozlem
dc.contributor.authorOzkara Hamdi
dc.contributor.authorKanigur-Sultuybek Gonul
dc.date.accessioned2019-07-10T13:28:26Z-
dc.date.available2019-07-10T13:28:26Z-
dc.date.issued2018
dc.identifier.urihttp://hdl.handle.net/11547/2814-
dc.publisherTURKISH ONLINE JOURNAL OF DESIGN ART AND COMMUNICATION
dc.titleAUGMENTED REALITY AS A MEDIUM OF GAMIFICATION OF CONSUMPTION IN THE CONTEXT OF GLOBAL VILLAGE
dc.publisher.volume8
dc.publisher.issue2
dc.publisher.firstpagenumber376
dc.publisher.lastpagenumber392
dc.identifier.doinumber10.7456/10802100/016
dc.identifier.wosWOS:000433658800016
Appears in Collections:Web Of Science

Files in This Item:
There are no files associated with this item.


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.