← Back to results The role of affect and consumption values in the intention to enter in a gamification experience Patrícia Marques Santos et al.
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@article{patrícia2026,
title = {{The role of affect and consumption values in the intention to enter in a gamification experience}},
author = {Patrícia Marques Santos et al.},
journal = {International Journal of Technology Marketing},
year = {2026},
doi = {https://doi.org/https://doi.org/10.1504/ijtmkt.2026.10077025},
} TY - JOUR
TI - The role of affect and consumption values in the intention to enter in a gamification experience
AU - al., Patrícia Marques Santos et
JO - International Journal of Technology Marketing
PY - 2026
ER - Patrícia Marques Santos et al. (2026). The role of affect and consumption values in the intention to enter in a gamification experience. *International Journal of Technology Marketing*. https://doi.org/https://doi.org/10.1504/ijtmkt.2026.10077025 Patrícia Marques Santos et al.. "The role of affect and consumption values in the intention to enter in a gamification experience." *International Journal of Technology Marketing* (2026). https://doi.org/https://doi.org/10.1504/ijtmkt.2026.10077025. The role of affect and consumption values in the intention to enter in a gamification experience
Patrícia Marques Santos et al. · International Journal of Technology Marketing · 2026
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Flag this paper Evidence weight Balanced mode · F 0.40 / M 0.15 / V 0.05 / R 0.40
F · citation impact 0.50 × 0.4 = 0.20 M · momentum 0.50 × 0.15 = 0.07 V · venue signal 0.50 × 0.05 = 0.03 R · text relevance † 0.50 × 0.4 = 0.20
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