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The aim of this study is to examine the characteristics of digital game users and discuss desirable development and marketing strategies for firms. This study developed measurement scales and empirically found that there are two segments in the market: “share” and “achievement”...
Persistent link: https://www.econbiz.de/10011720200
This study examines preceding factors of user innovation behavior using a case of smartphone applications toexamineindirect and direct effects of consumer attitude on user innovation. Specifically, this study focuses ontwo aspects of the user innovation evaluation:quality and quantity. Quality...
Persistent link: https://www.econbiz.de/10011720253
This study examines preceding factors of user innovation behavior using a case of smartphone applications toexamineindirect and direct effects of consumer attitude on user innovation. Specifically, this study focuses ontwo aspects of the user innovation evaluation:quality and quantity. Quality...
Persistent link: https://www.econbiz.de/10011738364
The aim of this study is to examine the characteristics of digital game users and discuss desirable development and marketing strategies for firms. This study developed measurement scales and empirically found that there are two segments in the market: "share" and "achievement" orientation. Some...
Persistent link: https://www.econbiz.de/10011756943
Persistent link: https://www.econbiz.de/10010510851
Persistent link: https://www.econbiz.de/10009621965
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La production mondiale de montres se concentre aujourd'hui essentiellement dans trois pays : la Suisse, le Japon et la Chine. Cette industrie est dominée par une dizaine de grandes entreprises, la plupart organisées à l'échelle globale, à l'exemple de Swatch Group, Richemont, LVMH, Seiko et...
Persistent link: https://www.econbiz.de/10012242928
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