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Gamification as a method to support the companies communication process: tools and benefits
2023/2024 Mion, Ilaria
A gamified approach to product innovation for an internationalisation strategy towards the Chinese market
2023/2024 Alberti, Martina
Phygital. Where and how we could intervene in the customer journey to provide a better customer experience.
2022/2023 Dal Colle, Lisa
Serious play practises and the creation of the brand. An analysis of effects of serious play methods among all stakeholder involved.
2021/2022 Giarratana, Antonio
The use of product placement in video games: is it possible to define it as a new promising area of investments for companies and their brands? A field investigation among experts and passionate
2022/2023 Scarpa, Beatrice
Mostrati risultati da 1 a 5 di 5
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