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~subject:"Consumer behaviour"
~subject:"Innovation"
~type_genre:"Aufsatz im Buch"
~type_genre:"Fallstudie"
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E-Life: web-enabled convergence of commerce, work, and social life : 10th Workshop on E-Business, WEB 2011 ; Shanghai, China, December 2011 ; revised selected papers
1
Enhancing knowledge development in marketing ; Vol. 21
1
Entrepreneurship and the creative economy : process, practice and policy
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Handbook of industry studies and economic geography
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Innovation in Japan : emerging patterns, enduring myths
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System dynamics and innovation in food networks 2009 : Proceedings of the 3rd International European Forum on System Dynamics and Innovation in Food Networks, organized by International Center for Food Chain and Network Research, University of Bonn, Germany ; officially endorsed by the EAAE (European Association of Agricultural Economists) ....
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The business of gamification : a critical analysis
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The crest of the innovation management research wave
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The development of science and technology in Iran : policies and learning frameworks
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Navigating mobile marketing : unveiling mobile game in-app purchase intentions of Gen-Ys
Siti Intan Nurdiana Wong Abdullah
;
Phuah Kit Teng
; …
- In:
Contemporary trends in innovative marketing strategies
,
(pp. 278-303)
.
2024
Persistent link: https://www.econbiz.de/10014519927
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2
Gaming, esports, and Spanish consumer behavior
Matías Batalla, David de
;
López Tenorio, Pablo José
; …
- In:
Contemporary trends in innovative marketing strategies
,
(pp. 304-320)
.
2024
Persistent link: https://www.econbiz.de/10014519932
Saved in:
3
Marketing to gamers : the effects of video game streams on consumer attitudes and behaviors
Foster, Lisa Brianne
;
Dunn, Robert Andrew
- In:
Digital marketing strategies and models for competitive …
,
(pp. 160-186)
.
2020
Persistent link: https://www.econbiz.de/10012231314
Saved in:
4
Gamification in e-commerce : enhancing digital customer engagement through game elements
Huseynov, Farid
- In:
Digital innovations for customer engagement, …
,
(pp. 144-161)
.
2020
Persistent link: https://www.econbiz.de/10012237990
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5
Examining perceived value influence mobile game addiction : a case of Turkish young adults
Yildirim, Seda
- In:
Leveraging consumer behavior and psychology in the …
,
(pp. 133-152)
.
2020
Persistent link: https://www.econbiz.de/10012242900
Saved in:
6
Innovation through cross-fertilization : serious games and gamification in the EU-funded research projects
González-Piñero, Manel
- In:
The crest of the innovation management research wave
,
(pp. 65-81)
.
2020
Persistent link: https://www.econbiz.de/10012287737
Saved in:
7
Profiting from innovation in the digital era : evidence from the Swedish videogames industry
Long, Vicky
- In:
Managing digital open innovation
,
(pp. 141-175)
.
2020
Persistent link: https://www.econbiz.de/10012250256
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8
Gamification and advergaming : an overview of the innovative brain tool in the field of advertising
Aggarwal, Aanchal
;
Arora, Nupur
- In:
Application of gaming in new media marketing
,
(pp. 23-35)
.
2019
Persistent link: https://www.econbiz.de/10011913747
Saved in:
9
Students' experiential motives and intention to play online games
Pang Ka Fung
;
Tan Huan Shee
;
Sankaran, Thilagawathy A. P.
; …
- In:
Handbook of research on leveraging consumer psychology …
,
(pp. 245-258)
.
2017
Persistent link: https://www.econbiz.de/10011528985
Saved in:
10
Innovation in the computer game industry in Iran
Malekifar, Siavosh
;
Omidi, Mahdi
- In:
The development of science and technology in Iran : …
,
(pp. 171-187)
.
2017
Persistent link: https://www.econbiz.de/10011609604
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