Chang, S. E., & Yu, C. (2023). Exploring Gamification for Live-Streaming Shopping—Influence of Reward, Competition, Presence and Immersion on Purchase Intention. IEEE.
Chicago Style (17th ed.) CitationChang, Shuchih Ernest, and Ching Yu. Exploring Gamification for Live-Streaming Shopping—Influence of Reward, Competition, Presence and Immersion on Purchase Intention. IEEE, 2023.
MLA (9th ed.) CitationChang, Shuchih Ernest, and Ching Yu. Exploring Gamification for Live-Streaming Shopping—Influence of Reward, Competition, Presence and Immersion on Purchase Intention. IEEE, 2023.
Warning: These citations may not always be 100% accurate.