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~subject:"Consumer behaviour"
~subject:"Innovation"
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Virtuelle Güter in Computerspielen : Grundlagen, Konsum und Wirkungen von Games
Frieling, Jens
-
2017
Persistent link: https://www.econbiz.de/10011592776
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2
Communities of practice and practice preservation : a case study
Schiavone, Francesco
;
Agrifoglio, Rocco
- In:
Information systems : crossroads for organization, …
,
(pp. 331-338)
.
2012
Persistent link: https://www.econbiz.de/10009577628
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
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
Saved in:
5
Open source : salvation or suicide?
Wilson, Scott
;
Kambil, Ajit
- In:
Harvard business review : HBR
86
(
2008
)
4
,
pp. 33-37
Persistent link: https://www.econbiz.de/10003667456
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