Virtual reality and gamification in marketing higher education: a review and research agenda

Volume: 25, Issue: 2, Pages: 179 - 216
Published: Sep 7, 2020
Abstract
Purpose The purpose of this paper is to review studies on the use of virtual reality (VR) and gamification to engage students in higher education for marketing issues to identify the research topics, the research gaps and to prepare a future research agenda. Design/methodology/approach A literature review is performed based on two search terms applied to Web of Science, resulting in a final pool of 115 articles. A text-mining approach is used to...
Paper Details
Title
Virtual reality and gamification in marketing higher education: a review and research agenda
Published Date
Sep 7, 2020
Volume
25
Issue
2
Pages
179 - 216
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