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~subject:"Business network"
~subject:"Kreativität"
~subject:"Value creation"
~type_genre:"Fallstudie"
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Samsung nation : a gamified experience
Harwood, Tracy
;
Garry, Tony
- In:
The business of gamification : a critical analysis
,
(pp. 122-143)
.
2016
Persistent link: https://www.econbiz.de/10011563157
Saved in:
2
Technological change at the heart of the creative process : insights from the videogame industry
Leoni, Patrick Lucien
;
Massé, David
;
Paris, Thomas
- In:
International journal of arts management
15
(
2012/13
)
2
,
pp. 45-59
Persistent link: https://www.econbiz.de/10009735099
Saved in:
3
Applying game mechanisms to idea competitions
Birke, Florian
;
Witt, Maximilian
;
Robra-Bissantz, Susanne
- In:
Business organizations and collaborative web : …
,
(pp. 144-162)
.
2011
Persistent link: https://www.econbiz.de/10009388263
Saved in:
4
Value networks in cloud computing
Ojala, Arto
;
Tyrväinen, Pasi
- In:
Journal of business strategy
32
(
2011
)
6
,
pp. 40-49
Persistent link: https://www.econbiz.de/10009412350
Saved in:
5
Origin of alliance portfolios : entrepreneurs, network strategies, and firm perfomance
Ozcan, Pinar
;
Eisenhardt, Kathleen M.
- In:
Academy of Management journal : AMJ
52
(
2009
)
2
,
pp. 246-279
Persistent link: https://www.econbiz.de/10003848196
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