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261
Old world blues : how Fallout communicates its post-nuclear environment
Published 2019Subjects: Get full text Get full textBachelor's thesis -
262
Secondary school students' views of video games' effect on language learning
Published 2018Subjects: Get full text Get full textBachelor's thesis -
263
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264
The making of a serious game : perspectives from stakeholders
Published 2024Subjects: Get full text Get full textMaster's thesis -
265
Social media influencers’ discourse on steroids : role models or cautionary tales?
Published 2024Subjects: Get full text Get full textMaster's thesis -
266
The Authenticity of Micro-influencers Producing Paid Content for Social Media in Viet Nam
Published 2023Subjects: Get full text Get full textMaster's thesis -
267
Utilising marketing automation to support sales in digital business-to-business environment
Published 2018Subjects: Get full text Get full textMaster's thesis -
268
Attitudes toward in-game advertisements : comparisons between brand placements, skippable advertisements and non-skippable advertisements
Published 2021Subjects: Get full text Get full textMaster's thesis -
269
’’Are you looking at the fire?’’ : a material package for examining video game narratives told using gameplay mechanics
Published 2021Subjects: Get full text Get full textMaster's thesis -
270
How augmented reality games can improve social health : case Pokémon GO
Published 2019Subjects: Get full text Get full textMaster's thesis -
271
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272
Digital Game-Based-Learning in Early Foreign Language Teaching : Perceptions of teachers
Published 2020Subjects: Get full text Get full textMaster's thesis -
273
Linguistic strategies in virtual worlds : a study of multilingualism, code-switching, and identity among immigrant online gamers
Published 2024Subjects: Get full text Get full textMaster's thesis -
274
Perspective of small enterprises : how web analytics are used by Finnish online retailers?
Published 2018Subjects: Get full text Get full textMaster's thesis -
275
Impact of value co-creation and co-destruction for digital consumer services : a case study on activity tracking solutions
Published 2018Subjects: “…digital service…”
Get full text Get full textMaster's thesis -
276
Value formation and service switching behaviour in Finnish retail service systems
Published 2022Subjects: Get full text Get full textMaster's thesis -
277
Identifying behavioral drivers and motivations for consumer engagement in LINE application : a thematic analysis
Published 2021Subjects: Get full text Get full textMaster's thesis -
278
The Effects of Educational Video Games on Adult Language Learners
Published 2022Subjects: Get full text Get full textMaster's thesis -
279
”You’ve got a quest!” : a material package for using elements of MMORPG-games in elementary school ELT
Published 2022Subjects: Get full text Get full textMaster's thesis -
280
Strategic influencer communication and formation of purchase intention in social networking sites
Published 2020Subjects: Get full text Get full textMaster's thesis