Please use this identifier to cite or link to this item: http://edoc.bseu.by:8080/handle/edoc/114342
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dc.contributor.authorMorozovik, U.-
dc.date.accessioned2026-10-23T13:43:31Z-
dc.date.available2026-10-23T13:43:31Z-
dc.date.issued2026-
dc.identifier.citationMorozovik, U. Gamification of everyday life: when marketing turns consumer experience into a quest / U. Morozovik; science tutor Y. Shavyarnovskaya // ECON-2026: World Economy and International Business : abstracts of the Fours International Scientific Conference, April 17, 2026 / Ministry of Education of the Republic of Belarus, Belarus State Economic University, [etc]. – Minsk, 2026 – P. 265-267.ru_RU
dc.identifier.urihttp://edoc.bseu.by:8080/handle/edoc/114342-
dc.languageАнглийский-
dc.language.isoenru_RU
dc.publisherBelarus State Economic Universityru_RU
dc.subjectmarketing communicationsru_RU
dc.subjectgame mechanicsru_RU
dc.subjectloyalty programsru_RU
dc.subjectигровые механикиru_RU
dc.titleGamification of everyday life: when marketing turns consumer experience into a questru_RU
dc.typeArticleru_RU
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