TY - GEN A1 - Hofman-Kohlmeyer, Magdalena PB - Oficyna Wydawnicza "Humanitas" L1 - http://www.sbc.org.pl/Content/359914/PDF/Kohlmeyer.pdf L2 - http://www.sbc.org.pl/Content/359914 KW - virtual consumption KW - computer games KW - Second Life KW - consumer behawior KW - wirtualna konsumpcja KW - gry komputerowe KW - zachowania konsumenta T1 - Social computer games as a marketing channel for creating and meeting virtual needs. An example of second life UR - http://www.sbc.org.pl/dlibra/publication/edition/359914 ER -