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. International Organization for Standarization 2015. ISO 9000:2015, retrieved from: [21.04.2019]. Ip, B., Jacobs, G. 2006. Quality function deployment for the games industry: Results from a practical application , Total Quality Management, 17, 835–856. ITU-T, 2008. Recommendation E.800: Definitions of terms related to quality of service , Telecommunication Standardization Sector of ITU. Jacobs, G., Ip, B. 2003. Matching games to gamers with quality function deployment, TQM & Business Excellence, 14, 959–967. Kao Y

: University of Illinois Press. Chou, Y.-K. (2015). A Comprehensive List of 90+ Gamification Cases with ROI Stats. Retrieved from Csikszentmihalyi, M. (1975). Beyond Boredom and Anxiety. San Francisco, USA: Jossey-Bass. Deterding, S., Dixon, D., Rilla, K., & Lennart, N. (2011). From Game Design Elements to Gamefulness: Defining "Gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environment, 9-15. doi: 10.1145/2181037.2181040 Fernandes

REFERENCES [1] J. G. H. Carlson, A. C. Yao. “Simulating an agile, synchronized manufacturing system,” International Journal of Production Economics , Vol. 112, pp. 714- 722, Apr. 2008. [2] M. Matúšová. Application of simulation method in manufacturing system design . Trnava, STU Bratislava, 2015, pp. 88, ISBN 978-80-227-4487-4. [3] Z. Kosmadoudia, T. Lima, J. Ritchie, S. Louchart, Y. Liu, R. Sunga. Engineering design using game-enhanced CAD: The potential to augment the user experience with game elements”. Computer-Aided Design , Vol.5, Issue 3, pp. 777

.com/zanran_storage/ [Dec. 15, 2018]. [4] Five-year-old girl suffers horrific burns after becoming the latest victim of ‘fire fairy’ game spreading online where children are told to secretly turn on gas rings. Available [Dec. 09, 2018]. [5] K. Hollá. Sexting a kyberšikana . Bratislava: Iris, 2016. [6] R. Juncor, J. Masrodicasa. Connecting to the Net.Generation: What higher education professionals need to know about today’s students. Washington DC: NASPA, 2007. [7] T

Building a Great Company . Pescadero, USA: K&S Ranch Publishing Division Osterwalder, A., Pigneur, Y., Smith, A., Bernarda, G., & Papadakos, P. (2014). Value Proposition Design . New Jersey, USA: John Wiley & Sons, Inc. Osterwalder, A., & Pigneur, Y. (2010). Business Model Generation: A Handbook for Visionaries, Game Changers, and Challengers . New Jersey, USA: John Wiley & Sons, Inc. Martin, R. L. (2014). Two Words That Kill Innovation. Harvard Business Review . Retrieved from Maurya, A. (2012). Running Lean

. 360-374. Udo, G., Bagchi, K. and Kirs, P. (2010). An assessment of customers’ e-service quality perception. Satisfaction and intention. International Journal of Information Management, 30, pp. 481-492. Wolfinbarger, M. and Gilly, M. (2003). E-tail: Dimensionalizing, measuring and predicting e-tail quality. Journal of Retailing, 79(3), pp. 183-198. Yang, H., Wu, C. and Wang, K. (2009). An empirical analysis of online game service satisfaction and loyalty. Expert Systems Applications, 36, pp. 1816-1825. Zehir, C. and Narcıkara, E. (2016). E-Service Quality and E

L iterature Chen, C., & Yan, H. (2011). Network DEA model for supply chain performance evaluation. European Journal of Operational Research, 213 (1), 147-155. doi: 10.1016/j.ejor.2011.03.010 Chen, Y., Liang, L., & Yang, F. (2006). A DEA game model approach to supply chain efficiency. Annals of Operations Research, 145 (1), 5-13. doi: 10.1007/s10479-006-0022-y Cook, W. D., & Zhu, J. (Ed.). (2014). Data Envelopment Analysis: A Handbook of Modeling Internal Structure and Network . Springer. Färe, R., & Grosskopf, S. (2000). Network DEA. Socio-Economic Planning

. Hejduk I. K. 2005. On the way to the future: The knowledge-based enterprises. Human Factors and Ergonomics in Manufacturing, 15(1), pp. 5–14. 13. H o C.T.B., H su S.F., O h K.B. 2009. Knowledge sharing: game and reasoned action perspectives. Industrial Management & Data Systems, vol. 109 No. 9, pp. 1211-30. 14. H su M.H., J u T.L., Y en C.H., C g C.M. 2007. Knowledge sharing behaviour in virtual communities: the relationship between trust, self-efficacy, and outcome expectations. International Journal of Human-Computer Studies, vol. 65, pp. 153-69. 15. K

. (2014). A game mechanism for single machine sequencing with zero risk. Omega – The International Journal of Management Science , 44 , 104-110. Lee, Ch-Y., & Song, D-P. (2017). Ocean container transport in global supply chains: Overview and research opportunities. Transportation Research Part B: Methodological , 95 , 442-472. Meers, D., Macharis, C., Vermeiren, T., & van Lier, T. (2017). Modal choice preferences in short-distance hinterland container transport. Research in Transportation Business & Management , 23 , 46-53. Mittal, N., Boile, M., Baveja, A

Reference Armstrong, M. 2009. Handbook of human resource management practice. London: Kogan Page limited. Armstrong, M.B., Landers, R.N., Collmus, A.B., 2016. Gamifying recruitment, selection, training, and performance management: Game-thinking in human resource management. In Davis, D., Gangadharbatla, H. (Eds.), Emerging research and trends in gamification 140-165. Cagáňová, D., Čambál, M., Šujanová, J., 2012. The Multiculturality Aspects and Human Capital Management within Slovak Industrial Enterprises , 4th European Conference on Intellectual Capital