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Titlebook: e-Consumers in the Era of New Tourism; Erkan Sezgin Book 2016 Springer Science+Business Media Singapore 2016 3C: Crowdsourcing, Collaborat

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樓主: 哥哥大傻瓜
11#
發(fā)表于 2025-3-23 10:39:08 | 只看該作者
12#
發(fā)表于 2025-3-23 14:03:24 | 只看該作者
13#
發(fā)表于 2025-3-23 18:23:48 | 只看該作者
,Zukünftige Forschungsarbeiten,tion represented?” To answer the question, the relevant literature is scrutinized and a semiotic analysis is conducted. The analysis shows that Turkish tourism promotional videos focus on a kind of self-orientalism. This focus slightly indicates the institutional gaze permeated in Turkish tourism pr
14#
發(fā)表于 2025-3-24 02:15:58 | 只看該作者
Iris Nentwig-Gesemann,Katharina Nicolaiate of mobile phone and tablet application usage. The basis of this research emphasizes the Sofitel So Bangkok hotel and Leading Online Travel Agent, a tour agency in Bangkok, to influence the awareness of using mobile device applications in making accommodations and helping the business owner aim m
15#
發(fā)表于 2025-3-24 04:45:47 | 只看該作者
16#
發(fā)表于 2025-3-24 07:49:55 | 只看該作者
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發(fā)表于 2025-3-24 10:55:53 | 只看該作者
18#
發(fā)表于 2025-3-24 17:45:56 | 只看該作者
19#
發(fā)表于 2025-3-24 21:19:23 | 只看該作者
https://doi.org/10.1007/978-3-322-87650-8o pay attention on the basic dimensions, such as customized quality, perceived value, satisfaction, trust, etc. These dimensions and the effectiveness of hotel examples are evaluated for the purposes of this study.
20#
發(fā)表于 2025-3-24 23:15:13 | 只看該作者
https://doi.org/10.1007/978-3-8349-6011-5 with the most recent innovations in game design. This chapter attempts to explore the use of gamification as a tool for marketing communication in tourism. We argue marketing communication efforts in tourism and give examples of this tool in tourism enterprises, after a clarification of what gamification is and is not.
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