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Computer games as educational and management tools : uses and approaches
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Exploring the rise of fandom in contemporary consumer culture
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Handbook of research on effective advertising strategies in the social media age
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Information systems : crossroads for organization, management, accounting and engineering : ItAIS: the Italian Association for Information Systems
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Managing business in a multi-channel world : success factors for e-business
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The Routledge companion to digital consumption
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The changing roles of advertising : [extended versions of papers presented at the 11th ICORIA (International Conference on Research in Advertising) Stockholm, Sweden in June 2012]
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Understanding the interactive digital media marketplace : frameworks, platforms, communities and issues
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Utilizing gamification in servicescapes for improved consumer engagement
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Web information systems and technologies : third international conference ; WEBIST 2007, Barcelona, Spain, March 3 - 6, 2007 ; revised selected papers
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Agglomeration, clusters and entrepreneurship : studies in regional economic development ; [contributions ... first presented and discussed at the Twelfth Uddevalla Symposium on 'The Geography of Innovation and Entrepreneurship', held at the Polytechnic Institute of Bari, Bari, Italy, June 11-13, 2009]
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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
Saved in:
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
An assessment of "advergames" implementation : analysis of market strategies in digital marketing towards a user experience qualitative rating
González Salinas, María
;
Blanes Sebastián, María …
- In:
Big data marketing strategies for superior customer …
,
(pp. 131-164)
.
2023
Persistent link: https://www.econbiz.de/10014365894
Saved in:
4
Skins in the game : fashion branding and commercial video games
Reay, Emma
;
Wanick, Vanissa
- In:
Reinventing Fashion Retailing : Digitalising, …
,
(pp. 73-90)
.
2023
Persistent link: https://www.econbiz.de/10013542110
Saved in:
5
Digital serious games for training and research on soft skills in international management
Asshidi, Hamza
;
Bartel-Radic, Anne
;
Taylor, Danielle
- In:
FIRM INTERNATIONALIZATION : intangible resources and …
,
(pp. 113-128)
.
2023
Persistent link: https://www.econbiz.de/10014525873
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6
Everybody is going to twitch : game streaming and its impact on research
Lux, Mathias
- In:
Media and change management : creating a path for new …
,
(pp. 467-478)
.
2022
Persistent link: https://www.econbiz.de/10013167452
Saved in:
7
Omnichannel marketing applications in game industry
Üstündağ, Mert
- In:
Managing customer experiences in an omnichannel world : …
,
(pp. 305-315)
.
2021
Persistent link: https://www.econbiz.de/10012492855
Saved in:
8
Value transformation : from online community to business benefit
Harwood, Tracy
;
Boomer, Jason
;
Garry, Tony
- In:
Value construction in the creative economy : …
,
(pp. 243-264)
.
2020
Persistent link: https://www.econbiz.de/10012221743
Saved in:
9
Gamification Is
Marcusson, Leif
- In:
Utilizing gamification in servicescapes for improved …
,
(pp. 25-49)
.
2020
Persistent link: https://www.econbiz.de/10012231250
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10
Towards better understanding of children's relationships with online games and advergames
Ben Yahia, Ali
;
Ben Saad, Sihem
;
Abida, Fatma Choura
- In:
Utilizing gamification in servicescapes for improved …
,
(pp. 175-193)
.
2020
Persistent link: https://www.econbiz.de/10012231265
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11
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
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12
Augmented reality and franchising : the evolution of media mix through Invizimals
Pérez-Gómez, Miguel Ángel
- In:
Handbook of research on transmedia storytelling, …
,
(pp. 90-102)
.
2020
Persistent link: https://www.econbiz.de/10012234762
Saved in:
13
The poetics of videogames : the logic of sense and meaning in the videoludic discourse
Navarrete-Cardero, Luis
- In:
Handbook of research on transmedia storytelling, …
,
(pp. 103-114)
.
2020
Persistent link: https://www.econbiz.de/10012234764
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14
An epistemology of the event for the digital media : from Lewis Carroll to Elsagate
Vargas-Iglesias, Juan J.
- In:
Handbook of research on transmedia storytelling, …
,
(pp. 115-128)
.
2020
Persistent link: https://www.econbiz.de/10012234767
Saved in:
15
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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16
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
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17
External and internal factors of mobile games adoption in Indonesia
Indrawati
;
Gaffar, M. R.
;
Pillai, S. K. B.
- In:
Digital economy for customer benefit and business …
,
(pp. 64-70)
.
2020
Persistent link: https://www.econbiz.de/10012228101
Saved in:
18
Genres of complementary products in platform-based markets : changes in evolutionary mechanisms by platform diffusion strategies
Inoue, Yuki
;
Tsujimoto, Masaharu
- In:
Digital disruptive innovation
,
(pp. 379-415)
.
2020
Persistent link: https://www.econbiz.de/10012116419
Saved in:
19
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:
20
Co-creation in the video game industry through membership in virtual communities
Laksana, Aldi Putra
;
Balqiah, Tengku Ezni
;
Astuti, …
- In:
Emerging issues in economics of development, business …
,
(pp. 193-209)
.
2020
Persistent link: https://www.econbiz.de/10012419470
Saved in:
21
Using serious games within simulation living labs for capacity building and value creation in modern organizations
Biga, Nuno
- In:
Emerging human and techno-human business management …
,
(pp. 99-127)
.
2020
Persistent link: https://www.econbiz.de/10012522233
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22
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
Saved in:
23
Hooshmand : intelligence and emotion entangled in a simulation game
Shalbafan, Saeed
;
Leigh, Elyssebeth
- In:
Neo-simulation and gaming toward active learning
,
(pp. 397-406)
.
2019
Persistent link: https://www.econbiz.de/10012130444
Saved in:
24
Educational gamification : challenges to overcome and to enjoy
Harviainen, J. Tuomas
;
Meriläinen, Mikko
- In:
Neo-simulation and gaming toward active learning
,
(pp. 553-560)
.
2019
Persistent link: https://www.econbiz.de/10012130513
Saved in:
25
Cash Beer Game
Shang, Kevin
- In:
Emerging technology & advances in supply chain finance …
,
(pp. 71-87)
.
2019
Persistent link: https://www.econbiz.de/10012016333
Saved in:
26
Designing a human computation game for enhancing early-phase movie box office prediction
Tantawichien, Johmphot
;
Mizuyama, Hajime
;
Nonaka, Tomomi
- In:
Neo-simulation and gaming toward active learning
,
(pp. 13-22)
.
2019
Persistent link: https://www.econbiz.de/10012128158
Saved in:
27
HalluciFear : educational game about drug addiction
Peeraya Sripian
;
Ratchadawan Nimnual
;
Thammarat Hemathugsin
- In:
Neo-simulation and gaming toward active learning
,
(pp. 23-33)
.
2019
Persistent link: https://www.econbiz.de/10012128199
Saved in:
28
Co-creating prototype improvement using participatory design on the development of a serious game in financial literacy skills
Destyanto, Arry Rahmawan
;
Hidayatno, Akhmad
;
Moeis, …
- In:
Neo-simulation and gaming toward active learning
,
(pp. 111-122)
.
2019
Persistent link: https://www.econbiz.de/10012128280
Saved in:
29
Disrupting traditional business studies testing by internet-based simulation game
Krit Pattamaroj
;
Nopadol Rompho
- In:
Neo-simulation and gaming toward active learning
,
(pp. 167-175)
.
2019
Persistent link: https://www.econbiz.de/10012128301
Saved in:
30
Research on user experience in risk management : alternate reality game
Jakubowski, Michał
- In:
Neo-simulation and gaming toward active learning
,
(pp. 303-312)
.
2019
Persistent link: https://www.econbiz.de/10012129044
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31
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:
32
Rhetoric of advergames
Singh, Pratibha Kumari
- In:
Application of gaming in new media marketing
,
(pp. 36-55)
.
2019
Persistent link: https://www.econbiz.de/10011913759
Saved in:
33
Advergames and children
Aggarwal, Vijita Singh
;
Khurana, Shefali
- In:
Application of gaming in new media marketing
,
(pp. 56-76)
.
2019
Persistent link: https://www.econbiz.de/10011913775
Saved in:
34
Persuasive advergames : boon or bane for children
Rathee, Rupa
;
Rajain, Pallavi
- In:
Application of gaming in new media marketing
,
(pp. 77-94)
.
2019
Persistent link: https://www.econbiz.de/10011913776
Saved in:
35
Food advergames and children : the psychodynamics
Chakraborty, Tanusree
;
Saha, Raiswa
- In:
Application of gaming in new media marketing
,
(pp. 95-111)
.
2019
Persistent link: https://www.econbiz.de/10011913777
Saved in:
36
The JamToday network : the European learning hub for applied-games for learning environments
Crombie, David
;
Mersch, Pierre
;
Dulskaia, Iana
; …
- In:
Digital technology and organizational change : …
,
(pp. 173-186)
.
2018
Persistent link: https://www.econbiz.de/10011744160
Saved in:
37
Let's learn together : team integration climate, individual states and learning using computer-based simulations
Caporarello, Leonardo
;
Magni, Massimo
;
Pennarola, Ferdinando
- In:
Digital technology and organizational change : …
,
(pp. 187-195)
.
2018
Persistent link: https://www.econbiz.de/10011744165
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38
Working behind playing : tamed fan labour and its stabilizing function in the Chinese mobile gaming fan community
Fai, Boris Pun Lok
- In:
Exploring the rise of fandom in contemporary consumer …
,
(pp. 224-243)
.
2018
Persistent link: https://www.econbiz.de/10011764856
Saved in:
39
Living in a virtual reality : anime and manga fandom
Zeng, Chengyan
- In:
Exploring the rise of fandom in contemporary consumer …
,
(pp. 244-253)
.
2018
Persistent link: https://www.econbiz.de/10011764857
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40
The Korean online game wave : development within the experience economy
Ström, Patrik
;
Ernkvist, Mirko
- In:
Services, experiences and innovation : integrating and …
,
(pp. 316-333)
.
2018
Persistent link: https://www.econbiz.de/10011954649
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41
Computer gaming and the gender math gap : cross-country evidence among teenagers
Algan, Yann
;
Fortin, Nicole Marie
- In:
Transitions through the labor market : work, …
,
(pp. 183-228)
.
2018
Persistent link: https://www.econbiz.de/10011955622
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42
Augmented reality, wearable technology, and gamification : mobile media and crisis communication emerging specializations
Freberg, Karen
;
Palenchar, Michale J.
- In:
Social media and crisis communication
,
(pp. 180-191)
.
2018
Persistent link: https://www.econbiz.de/10011732337
Saved in:
43
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:
44
Marketing aspects in the game design process of free-to-play mobile games
Winter, Felix
- In:
Conference proceedings trends in business communication 2016
,
(pp. 189-197)
.
2017
Persistent link: https://www.econbiz.de/10011620193
Saved in:
45
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
Saved in:
46
Critical visual analysis of gender : reactions and reflections
Schroeder, Jonathan E.
;
Borgerson, Janet L.
- In:
Gendering theory in marketing and consumer research
,
(pp. 171-178)
.
2017
Persistent link: https://www.econbiz.de/10011610801
Saved in:
47
Design of blended mobile learning in an urban environment
Wong, Adam K. L.
;
Ng, Artie
- In:
Managerial strategies and solutions for business …
,
(pp. 102-123)
.
2017
Persistent link: https://www.econbiz.de/10011611956
Saved in:
48
Identifying business needs
Slavova, Milanka
- In:
Digital and social media marketing : a results-driven …
,
(pp. 44-66)
.
2017
Persistent link: https://www.econbiz.de/10011582660
Saved in:
49
Gamification : using game technology for marketing research
Longbottom, David
;
Banwait, Kuldeep
- In:
Alternative market research methods : market sensing
,
(pp. 205-235)
.
2017
Persistent link: https://www.econbiz.de/10011569752
Saved in:
50
Exploring player responses towards in-game advertising : the impact of interactivity
Herrewijn, Laura
;
Poels, Karolien
- In:
Digital advertising : theory and research
,
(pp. 310-326)
.
2017
Persistent link: https://www.econbiz.de/10011646123
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