@misc{Hofman-Kohlmeyer_Magdalena_Social, author={Hofman-Kohlmeyer, Magdalena}, howpublished={online}, publisher={Oficyna Wydawnicza "Humanitas"}, language={eng}, title={Social computer games as a marketing channel for creating and meeting virtual needs. An example of second life}, type={artykuł}, keywords={virtual consumption, computer games, Second Life, consumer behawior, wirtualna konsumpcja, gry komputerowe, zachowania konsumenta}, }