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A strategic process to anticipate the digital blurring of urban work and leisure
16 references·0 citing·36 second hop
A strategic process to anticipate the digital blurring of urban work and leisure (2020)A strategic process to anticipate the dig…The theory of the leisure class: an economic study of institutions (2019)The theory of the leisure cla…Digital Nomads Beyond the Buzzword: Defining Digital Nomadic Work and Use of Digital Technologies (2018)Digital Nomads Beyond the Buz…Luxury Brand Marketing – The Experience Is Everything! (2017)Luxury Brand Marketing – The …The Gamification of Learning and Instruction (2012)The Gamification of Learning …The Coming of Age of the Prosumer (2012)The Coming of Age of the Pros…The theory of the leisure class; an economic study of institutions (2011)The theory of the leisure cla…Harvesting ambient geospatial information from social media feeds (2011)Harvesting ambient geospatial…Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…The Labour of Leisure: The Culture of Free Time (2010)The Labour of Leisure: The Cu…Leisure (2010)LeisureBrand Relevance: Making Competitors Irrelevant (2010)Brand Relevance: Making Compe…Luxury and Pleasure in Eighteenth-Century Britain (2007)Luxury and Pleasure in Eighte…The idea of luxury: a conceptual and historical investigation (1995)The idea of luxury: a concept…Being Digital (1995)Being DigitalThe Idea of Luxury (1994)The Idea of LuxuryStreet style : from sidewalk to catwalk (1994)Street style : from sidewalk …Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification in software engineering – A systematic mapping (2014)The Attentional Bias Modification Approach to Anxiety Intervention (2015)The Model for Introduction of Gamification into E-learning in Higher Education (2015)Brand Community (2001)Co-creation experiences: The next practice in value creation (2004)Prosumption: Evolution, revolution, or eternal return of the same? (2013)Closing the loop or squaring the circle? Locating generative spaces for the circular economy (2015)Online Influence? Social Media Use, Opinion Leadership, and Political Persuasion (2015)Advances in Consumer Research (2025)Birds of a Feather: Homophily in Social Networks (2001)Power-Law Distributions in Empirical Data (2009)The algorithmic imaginary: exploring the ordinary affects of Facebook algorithms (2016)The social power of algorithms (2016)Thinking critically about and researching algorithms (2016)Power-law distributions in empirical data (2018)The limits of globalization in the early modern world (2009)A low carbon industrial revolution? Insights and challenges from past technological and economic transformations (2012)Why Europe grew rich and Asia did not: global economic divergence, 1600-1850 (2012)Economic Growth, Population Theory, and Physiology: The Bearing of Long-Term Processes on the Making of Economic Policy (1994)The Categorical Imperative: Securities Analysts and the Illegitimacy Discount (1999)A Literature Review of Empirical Studies of Philanthropy (2010)From game design elements to gamefulness (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Gamification in theory and action: A survey (2014)A cultural theory of international relations (2009)eWOM and the importance of capturing consumer attention within social media (2013)Against Meritocracy (2017)The Local and the Global: The Anthropology of Globalization and Transnationalism (1995)Social Implications of the Internet (2001)News vs. Entertainment: How Increasing Media Choice Widens Gaps in Political Knowledge and Turnout (2005)Middle‐Status Conformity: Theoretical Restatement and Empirical Demonstration in Two Markets (2001)Fighting Poverty in the US and Europe (2004)The Political Philosophy of Needs (2003)ALTERNATIVE HEDONISM, CULTURAL THEORY AND THE ROLE OF AESTHETIC REVISIONING (2008)Early Modern Ottoman Coffeehouse Culture and the Formation of the Consumer Subject (2010)
this work references cited by second hop

References

  • 1995Being Digital3,041 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2019The theory of the leisure class: an economic study of institutions2,331 cited
  • 2011The theory of the leisure class; an economic study of institutions2,259 cited
  • 1994The Idea of Luxury699 cited
  • 2011Harvesting ambient geospatial information from social media feeds566 cited
  • 2007Luxury and Pleasure in Eighteenth-Century Britain514 cited
  • 2012The Coming of Age of the Prosumer504 cited
  • 1995The idea of luxury: a conceptual and historical investigation487 cited
  • 2012The Gamification of Learning and Instruction441 cited
  • 2010The Labour of Leisure: The Culture of Free Time227 cited
  • 2018Digital Nomads Beyond the Buzzword: Defining Digital Nomadic Work and Use of Digital Technologies203 cited
  • 1994Street style : from sidewalk to catwalk164 cited
  • 2010Leisure155 cited
  • 2017Luxury Brand Marketing – The Experience Is Everything!137 cited
  • 2010Brand Relevance: Making Competitors Irrelevant132 cited

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