António Grilo
Biographic Data
| ID | 7852461 |
|---|---|
| NAME | António Grilo |
| GIVEN NAMES | António |
| FAMILY NAME | Grilo |
| SIGNATURE | GRILO A |
| AFFILIATIONS | Universidade Nova de Lisboa |
| ORCID | 0000-0002-6045-9994 |
| VERIFIED | Yes |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 3 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2018 |
| LATEST PUBLICATION YEAR | 2023 |
| H-INDEX | 0 |
Linking the potentials of extended digital marketing impact and start-up growth
The contemporary market positions digital marketing as a powerful mediator between efficient digital interaction, data interpretation opportunities, and business growth, while extending its impact potential to tackle different growth challenges. As start-ups usually have limited resources and struggle with customer engagement , retention, and other growth challenges, the low investment and dynamic elements of digital marketing tools can be used t…
How Attitudes, Vision and Ability to Capture Opportunities Affect Startups’ Business Creativity
This article examines the main factors that affect creativity in startups and how these factors influence entrepreneurial initiative strategies. Fifty individuals from the Extremadura region, Spain, participated in an online questionnaire in 2018 and 2019. SmartPLS was used to create a model of the interactions between variables. The results obtained have important theoretical and practical implications as they add new findings to the current lit…
Mobile Exergaming in Adolescents’ Everyday Life—Contextual Design of Where, When, with Whom, and How
Exergames, more specifically console-based exergames, are generally enjoyed by adolescents and known to increase physical activity. Nevertheless, they have a reduced usage over time and demonstrate little effectiveness over the long term. In order to increase playing time, mobile exergames may increase potential playing time, but need to be engaging and integrated in everyday life. The goal of the present study was to examine the context of gamep…
No prominent works on this page.
Mobile Exergaming in Adolescents’ Everyday Life—Contextual Design of Where, When, with Whom, and How
Exergames, more specifically console-based exergames, are generally enjoyed by adolescents and known to increase physical activity. Nevertheless, they have a reduced usage over time and demonstrate little effectiveness over the long term. In order to increase playing time, mobile exergames may increase potential playing time, but need to be engaging and integrated in everyday life. The goal of the present study was to examine the context of gamep…
How Attitudes, Vision and Ability to Capture Opportunities Affect Startups’ Business Creativity
This article examines the main factors that affect creativity in startups and how these factors influence entrepreneurial initiative strategies. Fifty individuals from the Extremadura region, Spain, participated in an online questionnaire in 2018 and 2019. SmartPLS was used to create a model of the interactions between variables. The results obtained have important theoretical and practical implications as they add new findings to the current lit…
Linking the potentials of extended digital marketing impact and start-up growth
The contemporary market positions digital marketing as a powerful mediator between efficient digital interaction, data interpretation opportunities, and business growth, while extending its impact potential to tackle different growth challenges. As start-ups usually have limited resources and struggle with customer engagement , retention, and other growth challenges, the low investment and dynamic elements of digital marketing tools can be used t…
Business (2 works) · Computer Science (2 works) · Digital Marketing and Social Media (2 works) · Marketing (2 works) · Psychology (2 works) · Applied Psychology (1 work) · Applied Psychology (1 work) · Context (archaeology (1 work) · Creativity (1 work) · Creativity in Education and Neuroscience (1 work)