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Titlebook: Reinventing Fashion Retailing; Digitalising, Gamify Eirini Bazaki,Vanissa Wanick Book 2023 The Editor(s) (if applicable) and The Author(s),

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樓主: Spring
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發(fā)表于 2025-3-25 06:33:54 | 只看該作者
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發(fā)表于 2025-3-25 09:20:17 | 只看該作者
Eirini Bazaki,Elena Cedrolaomit ist der Test etwa so empfindlich, wie der von . (1938) vorgeschlagene Wurzeltest. . (1, 2) gewinnt durch Hei?extraktion mit 96 proz. Alkohol aus Spinatbl?ttern und anderem Material bedeutend mehr Wuchsstoff als bei Verwendung von ?ther. Er zeigte, da? die Extrakte das Wachstum von Koleoptilen i
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發(fā)表于 2025-3-25 12:57:38 | 只看該作者
24#
發(fā)表于 2025-3-25 16:29:19 | 只看該作者
omit ist der Test etwa so empfindlich, wie der von . (1938) vorgeschlagene Wurzeltest. . (1, 2) gewinnt durch Hei?extraktion mit 96 proz. Alkohol aus Spinatbl?ttern und anderem Material bedeutend mehr Wuchsstoff als bei Verwendung von ?ther. Er zeigte, da? die Extrakte das Wachstum von Koleoptilen i
25#
發(fā)表于 2025-3-25 23:49:30 | 只看該作者
2523-3505 into the state of the fashion business, this book will help scholars and practitioners in fashion retailing, discover how to digitalise and gamify products, services, experiences and open new enterprising avenu978-3-031-11185-3Series ISSN 2523-3505 Series E-ISSN 2523-3513
26#
發(fā)表于 2025-3-26 04:06:21 | 只看該作者
Helping Online Fashion Customers Help Themselves: Personalised Recommender Systems, fashion industry domains other than sales. Contents are intended as a primer for the seasoned or apprentice fashion professional in academia or industry to realise Fashion CM/RSs’ potential to facilitate fashion online sales or to transition the fashion industry from product-centric to customer-cen
27#
發(fā)表于 2025-3-26 07:23:25 | 只看該作者
,Brand Storytelling, Gamification and Social Media Marketing in the “Metaverse”: A Case Study of ,shion brands can sustain a coherent story across different channels (including the metaverse). We have utilised this framework to undertake an analysis of ., which was hosted in the UGC platform ., from 8th December 2021 to 3rd January 2022. Our findings show that the overarching story is sustained
28#
發(fā)表于 2025-3-26 09:18:24 | 只看該作者
,The Use of Augmented Reality to Enhance Consumer Experience: The Case of Kohl’s Snapchat Virtual Cls emerged from our analysis: social media integration and brand congruency, consumer agency and flow experience, narrative experiences and omnichannel orchestration and inclusive design and sustainable fashion. Implications for both practice and theory are discussed. We finish the chapter with recom
29#
發(fā)表于 2025-3-26 13:33:22 | 只看該作者
Skins in the Game: Fashion Branding and Commercial Video Games,ving established brands a means to connect to new audiences. We suggest ways in which video games can be used in conjunction with social media platforms to foster creative self-expression and build networks. Specifically, we cover: (1) creating a cohesive aesthetic across a game’s semiotic planes, (
30#
發(fā)表于 2025-3-26 19:40:43 | 只看該作者
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