{"text_format":"2","workbook":"xls","n_sheets":1,"sheets":["report2"],"not_rendered":{"charts":0,"images":0,"macros":0,"external_links":1,"defined_names":2,"comments":0,"pivot_tables":0},"unopened":[],"bounds":{"document_bytes":16777216,"sheet_cells":100000,"run_cost":"one","rows_first":2000,"rows_last":500,"rows_between":2000,"halvings":0,"cell_chars":16384,"cell_head_chars":4096},"cells_cut":0,"cells_raw":0,"read":"whole","date_system":"1900","formulas":"cached_only"}

{"sheet":"report2","index":0,"n_rows":46,"n_cols":5,"rows_kept":46,"cut":false,"hidden":false,"merged":[[0,2,0,3],[0,4,0,5],[1,2,1,3],[1,4,1,5],[2,2,2,3],[2,4,2,5],[3,2,3,3],[4,2,4,3],[5,2,5,3],[6,2,6,3],[7,2,7,3],[9,2,9,3],[14,2,14,3],[15,2,15,3],[17,2,17,3],[20,2,20,3],[20,4,20,5],[21,2,21,3],[21,4,21,5],[22,2,22,3],[22,4,22,5],[23,2,23,3],[24,2,24,3],[26,2,26,3],[27,2,27,3],[28,2,28,3],[29,2,29,3],[30,2,30,3],[33,2,33,3],[34,2,34,3],[38,2,38,3]],"flags":["formulas_cached_only"]}
[null,"1.","Record Nr.",null,"UNINA9911007354703321"]
[null,null,"Autore",null,"Ozuem Wilson"]
[null,null,"Titolo",null,"Digital Marketing Strategies for Value Co-Creation 2e : Models and Approaches for Online Brand Communities / / by Wilson Ozuem, Michelle Willis"]
[null,null,"Pubbl/distr/stampa",null,"Cham : , : Springer Nature Switzerland : , : Imprint : Palgrave Macmillan, , 2025"]
[null,null,"ISBN",null,"3-031-84613-3"]
[null,null,"Edizione",null,"[2nd ed. 2025.]"]
[null,null,"Descrizione fisica",null,"1 online resource (XXI, 311 p. 13 illus.)"]
[null,null,"Disciplina",null,"658.872"]
[{"$nulls":4},"659.144"]
[null,null,"Soggetti",null,"Telemarketing"]
[{"$nulls":4},"Internet marketing"]
[{"$nulls":4},"Branding (Marketing)"]
[{"$nulls":4},"Digital Marketing"]
[{"$nulls":4},"Branding"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,"Nota di contenuto",null,"1. Introduction and Overview -- 2. Segmentation in Data-Driven Online Brand Communities -- 3. Participation and Customer Involvement -- 4. Online Brand Communities and Loyalty Intentions -- 5. Consumer Engagement -- 6. Social Identity and OBCs -- 7. Brand and Customer Loyalty in OBCs -- 8. Brand Relationship and Engagement -- 9. Managing Service Failure and Recovery and OBCs -- 10. Value Co-Creation Sphere -- 11. Influencer Marketing -- 12. Artificial Intelligence and Customer Engagement: Insights and Challenges."]
[null,null,null,"Sommario/riassunto","Amidst growing conceptual developments in the areas of value co-creation and digital marketing, the importance of Online Brand Communities (OBCs) has emerged to reinforce strategies. This book provides an introduction to a range of broad and debatable conceptual perspectives and mechanisms on the subject of OBC. Focusing on contemporary digital marketing issues, it offers a comprehensive examination of consumers’ response to active engagement in such communities. Building on the very successful original publication, this thoroughly revised second edition includes two new chapters on data-driven segmentation and artificial intelligence and customer engagement. The book balances theory with practical approaches and "]
[{"$nulls":4},"gives serious treatment to an important area of digital marketing strategy, providing an important resource for scholars, students and practitioners. Wilson Ozuem is a Professor of Digital Marketing and Innovation at the University for the Creative Arts, UK. His primary expertise lies in digital marketing and fashion marketing, with a specific research focus on understanding the impacts of emerging computer-mediated marketing environments (CMMEs) on the fashion industry. Professor Ozuem is recognised as a leading international scholar in digital marketing and multichannel retailing. His research has been published in key journals, including the European Journal of Marketing, Journal of Business Research, Information Technology & People, Psychology & Marketing, Journal of Advertising Research, Internet Research, and many others. Michelle Willis, PhD, is a digital marketing lecturer at London Metropolitan University, UK. Her doctoral research focuses on customer loyalty and engagement within online brand communities. Her work examines emerging technologies, particularly the intersection of social networking sites and the development of marketing programmes, as well as online service failure and recovery strategies within the context of the millennial consumer generation. She has published numerous articles in journals such as Psychology & Marketing, Information Technology & People, and Internet Research. Her research has been presented at international conferences, including those organised by the American Marketing Association and the European Marketing Academy."]
[null,"2.","Record Nr.",null,"UNINA9910969912603321"]
[null,null,"Autore",null,"Schroeder Jayme"]
[null,null,"Titolo",null,"AndEngine for Android game development cookbook : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles"]
[null,null,"Pubbl/distr/stampa",null,"Birmingham, : Packt Pub., 2013"]
[null,null,"ISBN",null,"1-84951-899-8"]
[{"$nulls":4},"1-283-97089-9"]
[null,null,"Edizione",null,"[1st ed.]"]
[null,null,"Descrizione fisica",null,"1 online resource (380 p.)"]
[null,null,"Collana",null,"Quick Answers to Common Problems"]
[null,null,"Disciplina",null,"005.268"]
[null,null,"Soggetti",null,"Application software - Development"]
[{"$nulls":4},"Open source software"]
[{"$nulls":4},"Mobile games"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Includes index."]
[null,null,null,"Nota di bibliografia","Includes bibliographical references and index."]
[null,null,"Nota di contenuto",null,"Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: AndEngine Game Structure; Introduction; Know the life cycle; Choosing our engine type; Selecting a resolution policy; Creating object factories; Creating the game manager; Introducing sounds and music; Working with different types of textures; Applying texture options; Using AndEngine font resources; Creating the resource manager; Saving and loading game data; Chapter 2: Working with Entities; Introduction; Understanding AndEngine entities; Applying primitives to a layer"]
[{"$nulls":4},"Bringing a scene to life with spritesApplying text to a layer; Using relative rotation; Overriding the onManagedUpdate method; Using modifiers and entity modifiers; Working with particle systems; Chapter 3: Designing Your Menu; Introduction; Adding buttons to the menu; Adding music to the menu; Applying a background; Using parallax backgrounds to create perspective; Creating our level selection system; Hiding and retrieving layers; Chapter 4: Working with Cameras; Introduction; Introducing the camera object; Limiting the camera area with the bound camera"]
[{"$nulls":4},"Taking a closer look with zoom camerasCreating smooth moves with a smooth camera; Pinch-zoom camera functionality; Stitching a background together; Applying a HUD to the camera; Applying a "]
[{"$nulls":4},"controller to the display; Coordinate conversion; Creating a split screen game; Chapter 5 : Scene and Layer Management; Introduction; Creating the scene manager; Setting up the resource manager for scene resources; Customizing managed scenes and layers; Setting up an activity to use the scene manager; Chapter 6 : Applications of Physics; Introduction to the Box2D physics extension"]
[{"$nulls":4},"Understanding different body typesCreating category-filtered bodies; Creating multiple-fixture bodies; Creating unique bodies by specifying vertices; Using forces, velocities, and torque; Applying anti-gravity to a specific body; Working with joints; Creating a rag doll; Creating a rope; Working with collisions; Using preSolve and postSolve; Creating destructible objects; Raycasting; Chapter 7 : Working with Update Handlers; Getting started with update handlers; Attaching an update handler to an entity; Using update handlers with conditionals; Handling the removal of an entity from the game"]
[{"$nulls":4},"Adding game timersSetting entity properties based on the time passed; Chapter 8 : Maximizing Performance; Introduction; Ignoring entity updates; Disabling background window rendering; Limiting simultaneous sound streams; Creating sprite pools; Cutting down render time with sprite groups; Chapter 9 : AndEngine Extensions Overview; Introduction; Creating live wallpaper; Networking with the multiplayer extension; Creating high-resolution graphics with SVG; Color mapping with SVG texture regions; Chapter 10: Getting More From AndEngine; Loading all textures from a folder; Using textured meshes"]
[{"$nulls":4},"Applying a sprite-based shadow"]
[null,null,null,"Sommario/riassunto","A Cookbook with wide range of recipes to allow you to learn game development with AndEngine quickly and efficiently. \"\"AndEngine for Android Game Development Cookbook\"\" is geared toward developers who are interested in working with the most up-to-date version of AndEngine, sporting the brand new GLES 2.0 branch. The book will be helpful for developers who are attempting to break into the mobile game market with plans to release fun and exciting games while eliminating a large portion of the learning curve that is otherwise inevitable when getting into AndEngine development. This book requires"]