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subject:"Deutschland"
~subject:"Advertising effects"
~subject:"E-learning"
~subject:"Video game"
~type_genre:"Case study"
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Deutschland
Advertising effects
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Computerspiel
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The business of gamification : a critical analysis
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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]
1
Breaking new ground in theory and practice
1
Business organizations and collaborative web : practices, strategies and patterns
1
Consumers@work : zum neuen Verhältnis von Unternehmen und Usern im Web 2.0
1
Corporate social responsibility in the digital age
1
Digital and social media marketing : a results-driven approach
1
Digital technology and organizational change : reshaping technology, people, and organizations towards a global society
1
Game studies
1
Handel und Internationales Marketing/Retailing and international marketing
1
Harvard business review : HBR
1
Industrial and corporate change
1
Information systems : crossroads for organization, management, accounting and engineering : ItAIS: the Italian Association for Information Systems
1
Innovatives Markenmanagement
1
Intercultural management : a case-based approach to achieving complementarity and synergy
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International journal of arts management
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International journal of entrepreneurship education : IJEE
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Journal of business strategy
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Journal of consumer behaviour : an international research review
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ECONIS (ZBW)
26
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1
Event marketing in the context of higher education marketing and digital environments
Neus, Florian
-
2020
Persistent link: https://www.econbiz.de/10012161694
Saved in:
2
User innovation and network effects : the case of video games
Abrate, Graziano
;
Menozzi, Anna
- In:
Industrial and corporate change
29
(
2020
)
6
,
pp. 1399-1414
Persistent link: https://www.econbiz.de/10012503920
Saved in:
3
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
Saved in:
4
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:
5
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:
6
The eSports market and eSports sponsoring
Ströh, Julian Heinz Anton
-
2017
Persistent link: https://www.econbiz.de/10011591260
Saved in:
7
Virtuelle Güter in Computerspielen : Grundlagen, Konsum und Wirkungen von Games
Frieling, Jens
-
2017
Persistent link: https://www.econbiz.de/10011592776
Saved in:
8
The intercultural challenge of building the European eSports League for video gaming
Stein, Volker
;
Scholz, Tobias M.
- In:
Intercultural management : a case-based approach to …
,
(pp. 80-94)
.
2016
Persistent link: https://www.econbiz.de/10011459167
Saved in:
9
Feeding the red critter : the gamification of project management software
Ferrer Conill, Raul
- In:
The business of gamification : a critical analysis
,
(pp. 21-39)
.
2016
Persistent link: https://www.econbiz.de/10011563145
Saved in:
10
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
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