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12. EXPLORING THE ROLE OF BRAND EXPERIENCE IN DRIVING CONSUMER EMOTIONS AND ENGAGEMENT WITH SPORTS BRANDS IN AUSTRALIA.

16. What if utilitarian products are regarded as high-status? The moderate role of iconic and popular as two dimensions of brand Coolness.

23. Influencer marketing effectiveness: giving competence, receiving credibility.

24. In the eye of the (fire)storm: better safe or sorry? Crisis communication strategies for managing virality of online negative brand-related content.

26. Emerging adult gamers and their diet – a socio-ecological approach to improve health behaviour.

27. A many-analysts approach to the relation between religiosity and well-being

28. Consumer Perceptions of Food Packaging in Its Role in Fighting Food Waste

32. Gaming Disorder among Gaming Communities

35. A many-analysts approach to the relation between religiosity and well-being

36. A many-analysts approach to the relation between religiosity and well-being

43. Network analyses of internet gaming disorder symptoms and their links with different types of motivation

45. Measuring the Semantic Priming Effect Across Many Languages

49. Measuring the Semantic Priming Effect Across Many Languages

50. Problematic online behaviors among gamers: the links between problematic online gaming, gambling, shopping, pornography use, and social networking

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