Customer Competences and Innovation Capability : Empirical Investigation for the Example of the German Video Games Industry.

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Bibliographic Details
Main Author: Illigen, Christoph
Format: eBook
Language:English
Published: Göttingen : Cuvillier Verlag, 2015.
Subjects:
Online Access:Click for online access

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020 |z 9783954049165 
035 |a (OCoLC)1003265008  |z (OCoLC)1003255344 
050 4 |a HD9993.E452  |b .L554 2015eb 
049 |a HCDD 
100 1 |a Illigen, Christoph. 
245 1 0 |a Customer Competences and Innovation Capability :  |b Empirical Investigation for the Example of the German Video Games Industry. 
260 |a Göttingen :  |b Cuvillier Verlag,  |c 2015. 
300 |a 1 online resource (439 pages) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
588 0 |a Print version record. 
505 0 |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. 
505 8 |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. 
504 |a Includes bibliographical references. 
650 0 |a Video games industry. 
650 7 |a Video games industry  |2 fast 
776 0 8 |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 
856 4 0 |u https://ebookcentral.proquest.com/lib/holycrosscollege-ebooks/detail.action?docID=5023567  |y Click for online access 
903 |a EBC-AC 
994 |a 92  |b HCD