LEADER 01187nam 2200373 450 001 9910511756203321 010 $a3-7369-4916-2 035 $a(CKB)4340000000201488 035 $a(MiAaPQ)EBC5023567 035 $a(EXLCZ)994340000000201488 100 $a20171003h20152015 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $2rdacontent 182 $2rdamedia 183 $2rdacarrier 200 10$aCustomer competences and innovation capability $eempirical investigation for the example of the German video games industry /$fChristoph Illigen 210 1$aGottingen, [Germany] :$cCuvillier Verlag,$d2015. 210 4$dİ2015 215 $a1 online resource (439 pages) $cillustrations, tables 311 $a3-95404-916-3 320 $aIncludes bibliographical references. 606 $aComputer games industry 608 $aElectronic books. 615 0$aComputer games industry. 676 $a338.477948 700 $alligen$b Christoph$01067126 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910511756203321 996 $aCustomer competences and innovation capability$92550532 997 $aUNINA