TH
Tracy Harwood
Professor of Digital Culture (Engineering; Information and computing sciences; Economics; Education)
Leicester
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
- PLEA: The Embodied Virtual Being