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~subject:"Consumer behaviour"
~subject:"Germany"
~subject:"Social web"
~type_genre:"Fallstudie"
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26
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4
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Consumers@work : zum neuen Verhältnis von Unternehmen und Usern im Web 2.0
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Corporate social responsibility in the digital age
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ECONIS (ZBW)
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Die Markenprofilierungswirkung von Product Placement in Computerspielen : eine Analyse am Beispiel von Mercedes-Benz
Wegener, Katrin M.
-
2019
Persistent link: https://www.econbiz.de/10012055914
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2
Virtuelle Güter in Computerspielen : Grundlagen, Konsum und Wirkungen von Games
Frieling, Jens
-
2017
Persistent link: https://www.econbiz.de/10011592776
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3
Two-minute drill : video games and social media to advance CSR
Coombs, W. Timothy
;
Holladay, Sherry J.
- In:
Corporate social responsibility in the digital age
,
(pp. 127-142)
.
2015
Persistent link: https://www.econbiz.de/10010513431
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4
Open Innovation und die betriebliche Integration von Internetnutzern
Menez, Raphael
;
Kahnert, Daniel
;
Blättel-Mink, Birgit
- In:
Consumers@work : zum neuen Verhältnis von Unternehmen …
,
(pp. 22-52)
.
2012
Persistent link: https://www.econbiz.de/10009626441
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5
Counter-brand and alter-brand communities : the impact of Web 2.0 on tribal marketing approaches
Cova, Bernard
;
White, Tim
- In:
Journal of marketing management : MM
26
(
2010
)
3/4
,
pp. 256-270
Persistent link: https://www.econbiz.de/10003984934
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