Tracy Harwood

Professor of Digital Culture (Engineering; Information and computing sciences; Economics; Education)

Leicester

Professor of Digital Culture, Institute of Creative Technologies, De Montfort University Director, Art AI Festival Director, Usability Lab, De Montfort University Co-Host, And Now For Something Completely Machinima podcast

Publications

  • https://www.dmu.ac.uk/about-dmu/academic-staff/technology/tracy-harwood/tracy-harwood.aspx
  • Towards a manifesto for machinima
  • Market research within 3D virtual worlds: An examination of pertinent issues
  • An investigation into gamification as a customer engagement experience environment
  • The moderating influence of client sophistication on relationships within business-to-business credence service markets
  • 'It's Mine!' - Participation and ownership within virtual co-creation environments
  • ‘It’s Mine!’ – Participation and ownership within virtual co-creation environments
  • Mobile eye-tracking in retail research
  • Shedding light on retail environments
  • Grounding continuous professional development (CPD) in teaching practice
  • Machinima as a learning tool
  • Emergence of gamified commerce: Turning virtual to real
  • Co-creation and ambiguous ownership within virtual communities: The case of the Machinima community
  • Developing buyer-seller relationships through face-to-face negotiations
  • Marketing beyond the frontier? Researching the new marketing landscape of virtual worlds
  • Infiltrating an eTribe: Marketing to the Machinima [Computerised Games] Community
  • Technological disruptions in services: lessons from tourism and hospitality
  • Practising creativity to develop students in marketing
  • Convergence Markets: Virtual [Corpo]reality
  • Design fiction diegetic prototyping: a research framework for visualizing service innovations
  • Role of Artificial Intelligence (AI) Art in Care of Ageing Society: Focus on Dementia
  • Value Transformation: From Online Community to Business Benefit
  • Artificial Intelligence in the healthcare of older people
  • Exploring Consumer Associations Between Corporate Reputation, Corporate Sustainability, and Product Attributes Within Utilitarian Market Contexts
  • Cyborgs as frontline service employees: a research agenda
  • Co-curating digital culture
  • Trust and its predictors within a cyber-physical system context
  • Value transformation in the ‘let’s play’ gaming sub-culture
  • Consumer responses to virtual and real world retail environments: implications for design-based interventions
  • Embedding the Corporate Story through Performance
  • Emergence of Gamified Commerce: Turning Virtual to Real
  • Convergence of Online Gaming and E-Commerce
  • Machinima
  • An Overview of Content Analysis
  • Convergence of Online Gaming and E-Commerce
  • Retail perspectives on the threshold
  • Business negotiations in the context of strategic relationship development
  • Developing buyer-seller relationships through face-to-face negotiations
  • Samsung nation: A gamified experience
  • Machinima: Extending brand reach
  • Internet of Things: understanding trust in techno-service systems
  • An evaluation of performance arts in generating business value
  • Artificial Intelligence in the healthcare of older people
  • Pioneers in Machinima
  • Pandemic, Human Precarity and Post-Pandemic Metaverses
  • Co-curating digital culture
  • AHRC Leicester Outdoor Pursuits Centre Project

Tracy Harwood's public data