SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Understanding what your sales manager is up against.
0 references·16 citing·54 second hop
Understanding what your sales manager is up against. (2006)Understanding what your sales manager is …Neuromarketing, Subliminal Advertising, and Hotel Selection: An EEG Study (2020)Neuromarketing, Subliminal Ad…A dual model of product involvement for effective virtual reality: The roles of imagination, co-creation, telepresence, and interactivity (2018)A dual model of product invol…Using gamification to transform the adoption of servitization (2017)Using gamification to transfo…Harnessing marketing automation for B2B content marketing (2015)Harnessing marketing automati…Understanding information and communication technology behavioral intention to use: Applying the UTAUT model to social networking site adoption by young people in a least developed country (2014)Understanding information and…Organizational Learning and the Technology of Foolishness: The Case of Virtual Worlds at IBM (2013)Organizational Learning and t…Model-supported business-to-business prospect prediction based on an iterative customer acquisition framework (2013)Model-supported business-to-b…A Manager's Perspective on Virtual Customer Integration for New Product Development (2012)A Manager's Perspective on Vi…Technology mediation in service delivery: A new typology and an agenda for managers and academics (2011)Technology mediation in servi…Sales force modeling: State of the field and research agenda (2010)Sales force modeling: State o…Individual motivations and demographic differences in social virtual world uses: An exploratory investigation in Second Life (2010)Individual motivations and de…Avatars as information: Perception of consumers based on their avatars in virtual worlds (2010)Avatars as information: Perce…Virtual worlds — past, present, and future: New directions in social computing (2009)Virtual worlds — past, presen…The fairyland of Second Life: Virtual social worlds and how to use them (2009)The fairyland of Second Life:…Consumer Use and Business Potential of Virtual Worlds: The Case of “Second Life” (2009)Consumer Use and Business Pot…Employee benefits: Literature review and emerging issues (2008)Employee benefits: Literature…Case Study Research: Design and Methods (1984)Qualitative Data Analysis: A Methods Sourcebook (1988)Theory Building From Cases: Opportunities And Challenges (2007)How social media applications affect B2B communication and improve business performance in SMEs (2016)Social media use in B2b sales and its impact on competitive intelligence collection and adaptive selling: Examining the role of learning orientation as an enabler (2017)The digital marketing capabilities gap (2020)Content Analysis: An Introduction to its Methodology. (1984)User Acceptance of Information Technology: Toward A Unified View1 (2003)Understanding users’ motivations to engage in virtual worlds: A multipurpose model and empirical testing (2011)Digital natives in social virtual worlds: A multi-method study of gratifications and social influences in Habbo Hotel (2014)Social value and online social shopping intention: the moderating role of experience (2018)Content Analysis: An Introduction to Its Methodology (2019)The Presentation of Self in Everyday Life. (1956)“The (Real) World is not Enough:” Motivational Drivers and User Behavior in Virtual Worlds (2011)The digital transformation of human identity (2014)Beyond gaming (2019)The Presentation of Self in Everyday Life (2023)Advances in Consumer Research (2025)Prospect Theory: An Analysis of Decision under Risk (1979)Prospect theory: An analysis of decision under risk (1988)The theory of planned behavior (1991)Managing Employee Performance and Reward (2007)Human Resource Management (2013)Supervisor support and turnover in hotels (2018)Evolving to a New Dominant Logic for Marketing (2003)E-S-QUAL (2004)Service-dominant logic: continuing the evolution (2007)Societal-Level Versus Individual-Level Predictions of Ethical Behavior: A 48-Society Study of Collectivism and Individualism (2013)A re-examination of service standardization versus customization from the consumer’s perspective (2016)Managing online service recovery: procedures, justice and customer satisfaction (2016)Experiential Learning (1984)Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006)"Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games (2019)What is the Metaverse and who seeks to define it? Mapping the site of social construction (2023)The Field behind the Screen: Using Netnography for Marketing Research in Online Communities (2002)Consumer Culture Theory (CCT): Twenty Years of Research (2005)If you love something, let it go mobile: Mobile marketing and mobile social media 4x4 (2011)Social media: back to the roots and back to the future (2012)Social commerce research: Definition, research themes and the trends (2016)Conceptualizing, Measuring, and Managing Customer-Based Brand Equity (1993)Users of the world, unite! The challenges and opportunities of Social Media (2009)Rethinking authenticity in tourism experience (1999)Progress in information technology and tourism management: 20 years on and 10 years after the Internet—The state of eTourism research (2008)An integrative review of sensory marketing: Engaging the senses to affect perception, judgment and behavior (2011)Virtual reality through the customer journey: Framework and propositions (2020)Light at the end of the tunnel: Visitors' virtual reality (versus in-person) attraction site tour-related behavioral intentions during and post-COVID-19 (2021)Virtual reality marketing and customer advocacy: Transforming experiences from story-telling to story-doing (2021)New Effect Size Rules of Thumb (2009)Neuromarketing: the hope and hype of neuroimaging in business (2010)Neuromarketing: The New Science of Consumer Behavior (2011)Brain Sciences (2013)The Neuromarketing Concept in Artificial Neural Networks: A Case of Forecasting and Simulation from the Advertising Industry (2022)Neuro-insights: a systematic review of neuromarketing perspectives across consumer buying stages (2025)
this work references cited by second hop

References

No references inside the corpus for this window.

Cited by

  • 2009Virtual worlds — past, present, and future: New directions in social computing437 cited
  • 2015Harnessing marketing automation for B2B content marketing429 cited
  • 2009The fairyland of Second Life: Virtual social worlds and how to use them407 cited
  • 2018A dual model of product involvement for effective virtual reality: The roles of imagination, co-creation, telepresence, and interactivity290 cited
  • 2010Individual motivations and demographic differences in social virtual world uses: An exploratory investigation in Second Life190 cited
  • 2010Avatars as information: Perception of consumers based on their avatars in virtual worlds160 cited
  • 2008Employee benefits: Literature review and emerging issues152 cited
  • 2011Technology mediation in service delivery: A new typology and an agenda for managers and academics133 cited
  • 2009Consumer Use and Business Potential of Virtual Worlds: The Case of “Second Life”106 cited
  • 2020Neuromarketing, Subliminal Advertising, and Hotel Selection: An EEG Study105 cited
  • 2012A Manager's Perspective on Virtual Customer Integration for New Product Development93 cited
  • 2013Model-supported business-to-business prospect prediction based on an iterative customer acquisition framework86 cited
  • 2013Organizational Learning and the Technology of Foolishness: The Case of Virtual Worlds at IBM

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

86 cited
  • 2014Understanding information and communication technology behavioral intention to use: Applying the UTAUT model to social networking site adoption by young people in a least developed country81 cited
  • 2010Sales force modeling: State of the field and research agenda77 cited
  • 2017Using gamification to transform the adoption of servitization72 cited