287 results on '"Poncin, Ingrid"'
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2. Empathic chatbots: A double-edged sword in customer experiences
3. Evaluating gesture user interfaces: Quantitative measures, qualitative scales, and method
4. Using Gestural Interaction Technology to Improve the Consumer Experience: An Abstract
5. Using Gestural Interaction Technology to Improve the Consumer Experience: An Abstract
6. Drivers of the experience value of mobile money transfer service: Senegaleseuser perspectives
7. Effects of digitalisation of organisations on internal audit activities and practices
8. Breaking down the crowd of backers: profiling cooperative strategies on a reward-based crowdfunding platform.
9. Uncovering the dark side of gamification at work: Impacts on engagement and well-being
10. Chapitre 30. Efficacité des applications « santé »… tout est question d’équilibre
11. Personalized Online Customer Experience: The Effect of Information Transparency: An Abstract
12. Non-immersive virtual reality technologies in real estate: How customer experience drives attitudes toward properties and the service provider
13. Inferring brand integrity from marketing communications: The effects of brand transparency signals in a consumer empowerment context
14. Customers facing companies' content personalisation attempts: paradoxical tensions, strategies and managerial insights.
15. Opening the black box of gameful experience: Implications for gamification process design
16. Do enriched digital catalogues offer compelling experiences, beyond websites? A comparative analysis through the IKEA case
17. Digital Signage in the Store Atmosphere: Balancing Gains and Pains
18. The Boundaries of Gamification for Engaging Customers: Effects of Losing a Contest in Online Co-creation Communities
19. Virtual Sales Agents: The Reasons of Failure
20. 'The Possibility of an Island': The Insula and its Role in Consumers’ Emotion
21. Exploration of Engagement Mechanics During Value Co-creation Process: The Case of Gamification in a New Product Development Platform (Extended Abstract)
22. Gamification's role in fostering user engagement with healthy food‐based digital content
23. Smart technologies and shopping experience: Are gamification interfaces effective? The case of the Smartstore
24. Understanding Customer Experience on Personalized Websites: An Abstract
25. Co-creators Endorsing their Winning Product Idea in Ads: Dealing with Brand Audiences’ Skepticism: An Abstract
26. Consumers’ Non-Participation in Creative Crowdsourcing: Exploration Through the Lenses of Meaning of Work: An Abstract
27. Consumers’ Non-Participation in Creative Crowdsourcing: Exploration Through the Lenses of Meaning of Work: An Abstract
28. Co-creators Endorsing their Winning Product Idea in Ads: Dealing with Brand Audiences’ Skepticism: An Abstract
29. Understanding Customer Experience on Personalized Websites: An Abstract
30. Dix ans de co-création de valeur : une revue intégrative
31. Web Personalization Experience: Value Creation or Value Destruction? An Abstract
32. Customer engagement: the role of gamification
33. Evaluating the experience when interacting with immersive technologies: triangulation of EEG data and self-reported measures
34. Understanding the Role of Sensory-Enabling Technologies in the Reinforcement of Consumers’ Natural Experience: An Abstract
35. Using gestural interaction technologies to provide a richer and more immersive consumer experience: triangulation of self-reported scales and electroencephalographic data
36. Gamification's role in fostering user engagement with healthy food‐based digital content
37. Gamification's role in fostering user engagement with healthy food‐based digital content.
38. A valued agent: How ECAs affect website customers' satisfaction and behaviors
39. The Engagement Process During Value Co-Creation : Gamification in New Product-Development Platforms
40. A Signalling Approach to Enhance the Advertising Effectiveness of Customer-Ideated New Products: An Abstract
41. Evaluating a Gesture User Interface for Multimedia Browsing: Quantitative Measures, Qualitative Scales, and Method
42. The impact of “e-atmospherics” on physical stores
43. Enriched Digital Catalogues: A Multi-study Approach: An Abstract
44. When gamification backfires: the impact of perceived justice on online community contributions.
45. Technologies, expériences, services et au-delà ! Plaidoyer pour développer la recherche sur les technologies, les expériences et les services
46. Advocacy for expanding research on technologies, experiences, services, and beyond!
47. Enhancing playful customer experience with personalization
48. Customers facing companies’ content personalisation attempts: paradoxical tensions, strategies and managerial insights
49. A good deal online: The Impacts of acquisition and transaction value on E-satisfaction and E-loyalty
50. L'avatar en marketing: synthèse, cadre intégrateur et perspectives
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