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AUGMENTED REALITY AS A MEDIUM OF GAMIFICATION OF CONSUMPTION IN THE CONTEXT OF GLOBAL VILLAGE

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dc.contributor.author Tuncdemir Matem
dc.contributor.author Yenmis Guven
dc.contributor.author Tombulturk Kubra
dc.contributor.author Arkan Hulya
dc.contributor.author Soydas Tugba
dc.contributor.author Tek Rasit Burak
dc.contributor.author Altintas Ozlem
dc.contributor.author Ozkara Hamdi
dc.contributor.author Kanigur-Sultuybek Gonul
dc.date.accessioned 2019-07-10T13:28:26Z
dc.date.available 2019-07-10T13:28:26Z
dc.date.issued 2018
dc.identifier.uri http://hdl.handle.net/11547/2814
dc.publisher TURKISH ONLINE JOURNAL OF DESIGN ART AND COMMUNICATION
dc.title AUGMENTED REALITY AS A MEDIUM OF GAMIFICATION OF CONSUMPTION IN THE CONTEXT OF GLOBAL VILLAGE
dc.publisher.volume 8
dc.publisher.issue 2
dc.publisher.firstpagenumber 376
dc.publisher.lastpagenumber 392
dc.identifier.doinumber 10.7456/10802100/016
dc.identifier.wos WOS:000433658800016


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