Listing 1 - 10 of 27 | << page >> |
Sort by
|
Choose an application
This collection of essays explores the developing relationship between superheroes and various forms of media, examining how the superhero genre, which was once limited primarily to a single medium (comic books/graphic novels) has been developed into video games, digital comics, films, Internet criticism, novelizations, television programs, the fanboy phenomenon, and many other forms of media.
Comic books, strips, etc. --- Superheroes. --- Superhero films --- Superhero television programs --- Motion pictures and comic books. --- Comic book fans. --- Fans (Persons) --- Comic books and motion pictures --- Television programs --- Comic strip superhero films --- Comic strip superheroes films --- Superheroes films --- Fantasy films --- Science fiction films --- Comic book heroes --- Super heroes --- Fictitious characters --- Comic strips --- Comics --- Funnies --- Manga (Comic books, strips, etc.) --- Manhua (Comic books, strips, etc.) --- Manhwa (Comic books, strips, etc.) --- Serial picture books --- Caricatures and cartoons --- Wit and humor, Pictorial --- Technological innovations. --- History and criticism. --- Manhua (Comic books) --- Manhwa (Comic books)
Choose an application
Choose an application
Choose an application
Choose an application
United States --- History --- Civil War --- 1861-1865 --- Fiction
Choose an application
United States --- History --- Civil War --- 1861-1865 --- Fiction
Choose an application
- If you charge for stuff, then you are in the commodity business. - If you charge for tangible things, then you are in the goods business. - If you charge for the activities you perform, then you are in the service business. - If you charge for the time customers spend with you, then and only then are you in the experience business. We are on the threshold, say authors Pine and Gilmore, of the Experience Economy, a new economic era in which all businesses must orchestrate memorable events for their customers. Every Business a Stage offers a creative, highly original, and yet eminently practical strategy for companies to script and stage the experiences that will transform the value of what they produce. From America Online to Walt Disney, the authors draw from a rich and varied mix of examples that showcase businesses in the midst of creating personal experiences for both consumers and businesses. The authors urge managers to look beyond traditional pricing factors like time and cost, and consider charging for the value of the transformation that an experience offers. Goods and services, say Pine and Gilmore, are no longer enough. Experiences and transformations are the basis for future economic growth, and Every Business a Stage is the script from which managers can begin to direct their own transformations.
Production management --- CRM (Customer Relationship Management) --- klantentevredenheid --- productmanagement --- productiemanagement --- Product management --- Diversification in industry --- Customer services --- #SBIB:309H250 --- AA / International- internationaal --- 380.50 --- 650 --- Customer service --- Service, Customer --- Service (in industry) --- Services, Customer --- Technical service --- Customer relations --- Industrial diversification --- Product diversification --- Input-output analysis --- Barriers to entry (Industrial organization) --- Multiproduct firms --- Brand management --- Management, Product --- Marketing --- Interne en externe communicatie: algemene werken --- Structuur en organisatie van de handel (algemeenheden). --- Theorieën en grondbeginselen. Management. --- Management --- Customer services. --- Diversification in industry. --- Product management. --- Produits commerciaux --- Diversification (Economie politique) --- Service à la clientèle --- Gestion --- Structuur en organisatie van de handel (algemeenheden) --- Theorieën en grondbeginselen. Management
Choose an application
Applied marketing --- cultuurconsumptie --- Psychology --- kunstmarketing --- identiteit --- consumentenmarketing --- authenticity --- Art --- Economics --- Communicatie --- Marketing --- Psychologie van de consument --- Consumptiegedrag --- Consumentengedrag --- Trends --- Trendwatching --- Beleveniseconomie --- Authenticiteit --- Consumentenpsychologie --- Trend --- Financiewezen --- beleveniseconomie
Choose an application
"From Starbucks to the Geek Squad, from Venice to The Venetian, Authenticity examines how successful enterprises identify themselves with their customers' self-images and desires."--BOOK JACKET
Consumer behavior. --- Consumers' preferences. --- Product management. --- Consumentengedrag. --- Productmanagement. --- Marketing --- marketingbeleid --- business marketing --- marketing --- consumentengedrag --- Product management --- Consumer behavior --- Consumers' preferences --- Produits commerciaux --- Consommateurs --- Gestion --- Comportement --- Préférences --- Beleveniseconomie --- Productmanagement --- Consumentengedrag --- Psychologie van de consument --- Authenticiteit --- Consumentenpsychologie --- Financiewezen --- Attitude (psychologie)
Choose an application
658.8 --- 658.8.01 --- CRM --- FMS --- klantgerichtheid --- marketing nieuwe producten --- marketingbeleid --- productmanagement --- Flexible manufacturing systems --- Product management --- Relationship marketing --- Marketing --- Customer relations --- Brand management --- Management, Product --- Flexible production systems --- FMS (Production engineering) --- Manufacturing systems, Flexible --- Production systems, Flexible --- Automation --- Production engineering --- Computer integrated manufacturing systems --- Material requirements planning --- Marketing. Sales. Selling. Distribution --- Marketing. Sales. Selling. Distribution--?.01 --- Management --- Flexible manufacturing systems. --- Product management. --- Relationship marketing. --- 658.8.01 Marketing. Sales. Selling. Distribution--?.01 --- 658.8 Marketing. Sales. Selling. Distribution --- Relations entreprise-clientèle
Listing 1 - 10 of 27 | << page >> |
Sort by
|