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person:"Kerr, Aphra"
~person:"Cox, Joe"
~person:"Sörhammar, David"
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Computerspieleindustrie
8
Video game industry
8
Computerspiel
3
Video game
3
Asymmetric information
2
Asymmetrische Information
2
Consumer behaviour
2
Konsumentenverhalten
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New product development
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2004-2008
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Digitale Güter
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Fuzzy sets
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Fuzzy-Set-Theorie
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Information Asymmetry
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Innovation
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Preferences
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Preisdifferenzierung
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Price discrimination
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Product quality
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Produktqualität
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Kerr, Aphra
Cox, Joe
Sörhammar, David
Kaimann, Daniel
4
Prescott, Julie
4
Anderie, Lutz
3
Teipen, Christina
3
Barczak, Gloria
2
Boschma, Ron
2
Czarnota, Jedrzej
2
De Vaan, Mathijs
2
Dymek, Mikolaj
2
Gil, Ricard
2
Hahn, Sabine
2
Ikuine, Fumihiko
2
McGurren, Julie Elizabeth
2
Rao, Hayagreeva
2
Sauer, Annika
2
Styhre, Alexander
2
Sutton, Robert I.
2
Warzynski, Frederic
2
Zackariasson, Peter
2
Ablewski, Szymon
1
Alpert, Frank
1
Alt, Matt
1
Arakji, Reina Y.
1
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Astuti, Rifelly Dewi
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Bai, Dongping
1
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Balqiah, Tengku Ezni
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Bartol, Kathryn M.
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Basuroy, Suman
1
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1
Billings, Andrew C.
1
Bogg, Jan
1
Boggs, Jan
1
Broekhuizen, Thijs L. J.
1
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Bulut, Ergin
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CIE working paper series
2
Managerial and decision economics : MDE ; the international journal of research and progress in management economics
2
International journal of innovation management : IJIM
1
Journal of consumer behaviour : an international research review
1
Management and information technology after digital transformation
1
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ECONIS (ZBW)
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1
Effects of user community sensing capability in digital product innovation : evidence from the video game industry
Ek, Peter
;
Sörhammar, David
- In:
International journal of innovation management : IJIM
26
(
2022
)
1
,
pp. 1-30
Persistent link: https://www.econbiz.de/10013269783
Saved in:
2
Reaching new heights in the cloud : the digital transformation of the video games industry
Walther, Kevin
;
Sörhammar, David
- In:
Management and information technology after digital …
,
(pp. 53-62)
.
2022
Persistent link: https://www.econbiz.de/10012659027
Saved in:
3
Identifying preferences and heterogeneity of consumers in multiplayer video games
Kaimann, Daniel
;
Maraun, Nadja
;
Cox, Joe
-
2016
Persistent link: https://www.econbiz.de/10011458157
Saved in:
4
The interaction of signals : a fuzzy set analysis of the video game industry
Kaimann, Daniel
;
Cox, Joe
-
2014
Persistent link: https://www.econbiz.de/10010413855
Saved in:
5
Variety in the video game industry : an empirical study of the Wundt curve
Kaimann, Daniel
;
Stroh-Maraun, Nadja
;
Cox, Joe
- In:
Managerial and decision economics : MDE ; the …
39
(
2018
)
3
,
pp. 354-362
Persistent link: https://www.econbiz.de/10011969012
Saved in:
6
Play it again, Sam? : versioning in the market for second-hand video game software
Cox, Joe
- In:
Managerial and decision economics : MDE ; the …
38
(
2017
)
4
,
pp. 526-533
Persistent link: https://www.econbiz.de/10011738888
Saved in:
7
Global games : production, circulation and policy in the networked era
Kerr, Aphra
-
2017
Persistent link: https://www.econbiz.de/10013489267
Saved in:
8
How do reviews from professional critics interact with other signals of product quality? : evidence from the video game industry
Cox, Joe
;
Kaimann, Daniel
- In:
Journal of consumer behaviour : an international …
14
(
2015
)
6
,
pp. 366-377
Persistent link: https://www.econbiz.de/10011508877
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