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|a 1003255344
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|a 3736949162
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|a 338.477948
|2 23
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|a UAMI
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|a Illigen, Christoph.
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|a Customer Competences and Innovation Capability :
|b Empirical Investigation for the Example of the German Video Games Industry.
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|a Göttingen :
|b Cuvillier Verlag,
|c 2015.
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|a 1 online resource (439 pages)
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|a text
|b txt
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|a online resource
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|a Print version record.
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|a Acknowledgment; Content Overview; Contents; List of Abbreviations; List of Definitions; List of Figures; List of Tables; 1. Introduction; 2. Links Between Customer Competences and Innovation Capability -- A Dynamic Capabilities-based Integration; 3. Hypothesized Effects of Customer Competences on Innovation Capability -- A Causal Model; 4. Interrelations between Customer Competences and Innovation Capability -- An Empirical Investigation; 5. Conclusions; A. Content Analysis on Existing Video Game Definitions; B. Financial Information on Selected Companies of the Video Games Industry.
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505 |
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|a C. Literature Research on Innovation DefinitionsD. Literature Research on the Antecedents of Innovation Capability; E. Literature Research on Customer Competences Definitions; F. Literature Research on the Interrelations between Innovation Capability and Customer Competences; G. Results of the Indicator Pre-Test; H. Statistics Results of the Empirical Data; I. Questionnaire of the Empirical Investigation; Bibliography.
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|a Includes bibliographical references.
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590 |
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|a ProQuest Ebook Central
|b Ebook Central Academic Complete
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590 |
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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650 |
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|a Video games industry.
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650 |
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|a Jeux vidéo
|x Industrie.
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650 |
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|a Video games industry
|2 fast
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|i Print version:
|a Illigen, Christoph.
|t Customer Competences and Innovation Capability : Empirical Investigation for the Example of the German Video Games Industry.
|d Göttingen : Cuvillier Verlag, ©2015
|z 9783954049165
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856 |
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