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https://doi.org/10.4467/2450114XJJM.15.017.4474Słowa kluczowe: marketing communications, new communication tools, prosumer, workload, job control, work engagement, risk, key persons, management, motives of consumption, consumer behaviour, young consumers, purchasing decisions, game, gamification, candidate, recruitment, selection, IT specialists, computer scientists, IT industry, social competencies, competence development, development tools, organization, system, inspirations, systems thinking, risk, complexity, crisis 2008+