000 01428nam a22004335i 4500
001 0000054246
005 20171002052814.0
007 cr nn 008mamaa
008 120224s2012 gw | s |||| 0|eng d
020 _a9783642254802
_9978-3-642-25480-2
024 7 _a10.1007/978-3-642-25480-2
_2doi
035 _a0000004332
035 _a(DE-He213)978-3-642-25480-2
050 4 _aHD28-70
072 7 _aKJM
_2bicssc
072 7 _aBUS041000
_2bisacsh
082 0 4 _a650
_223
100 1 _aOhsawa, Yukio.
245 1 0 _aInnovators' Marketplace
_h[electronic resource] :
_bUsing Games to Activate and Train Innovators /
_cby Yukio Ohsawa, Yoko Nishihara.
260 _aBerlin, Heidelberg :
_bSpringer Berlin Heidelberg,
_c2012.
300 _bdigital.
490 0 _aUnderstanding Innovation
650 0 _aEconomics.
650 0 _aIndustrial management.
650 0 _aBusiness planning.
650 1 4 _aEconomics/Management Science.
650 2 4 _aManagement/Business for Professionals.
650 2 4 _aInnovation/Technology Management.
650 2 4 _aOrganization/Planning.
700 1 _aNishihara, Yoko.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9783642254796
830 0 _aUnderstanding Innovation
856 4 0 _uhttp://dx.doi.org/10.1007/978-3-642-25480-2
908 _a121203
912 _aZDB-2-SBE
942 0 0 _cEB
999 _c47328
_d47328