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4. Learning Teamwork through a Computer Game: For the Sake of Performance or Collaborative Learning?

8. Becoming a Gamer

9. Gendered Work-life Ideologies among IT Professionals

15. The stigma of feminism: disclosures and silences regarding female disadvantage in the video game industry in US and Finnish media stories.

16. Becoming a Gamer: Performative Construction of Gendered Gamer Identities.

19. Shedding Light on Early Stage Academic Entrepreneurship : Finnish University Researchers' View on Key Stakeholder Relations and Their Influence on the Research Commercialization Process

20. (De)Stigmatization of Political Leadership : The Case of a Right-Wing Populist Presidential Candidate in the Finnish Media

29. From Top Research to Business - A Case Study of the Barriers Involved with Academic Commercialization

30. Performing Pan American Airways through coloniality: an ANTi-History approach to narratives and business history.

31. 'World-class' fantasies: A neocolonial analysis of international branch campuses.

33. Challenges in academic commercialisation: a case study of the scientists' experiences.

37. Resisting and conforming to imposed identities - An autoethnography on the academic motherhood.

38. Why Should We Go to China? - The Dynamics of Generic and Context-specific Legitimation.

39. Upholding the Subject Position of the Strategist - Study on the Power Effects of Discourse.

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