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User innovation and network effects
the case of video games -
Zukunftscontrolling durch Science-Fiction und Future Labs
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Innovation, institutions and entrepreneurs
the case of "cool Japan" -
Sources of learning paths and technological capabilities
an introductory roadmap of development processes -
Option chain and change management
a structural equation application -
The digital revolution and convergence in the videogame and animation industries
effects on the strategic organization of the innovation process -
Figures of speech as semantic operators in the innovation process
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Innovation in virtual networks
evidence from the Chinese online game industry -
Aesthetic technology
scale development and measurement -
Revising the myth of gay consumer innovativeness
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Are users the next entrepreneurs?
a case study of the video game industry -
Small businesses in the new creative industries
innovation as a people management challenge -
Gamification of creativity
exploring the usefulness of serious games for ideation -
Managing sustainable innovation with a user community toolkit
the case of the video game Trackmania -
Incubation or induction?
gendered identity work in the context of technology business incubation -
The ludic drive as innovation driver
introduction to the gamification of innovation -
Business model design games
rules and procedures to challenge assumptions and elicit surprises