LEADER 01176nam 2200373 450 001 9910826757503321 005 20230206195117.0 010 $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 $aVideo games industry 615 0$aVideo games industry. 676 $a338.477948 700 $alligen$b Christoph$01718227 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910826757503321 996 $aCustomer competences and innovation capability$94115029 997 $aUNINA