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引文資料
題名:
The Study of the Relationship between Virtual Game Props Business Model and Customer Loyalty
書刊名:
International Journal of Digital Media Design
作者:
Yu, Yi-lin
出版日期:
2018
卷期:
10:1
頁次:
頁1-8
主題關鍵詞:
Online games
;
Customers' loyalty
;
Degree of involvement
;
Virtual props trading site
;
Business model
原始連結:
連回原系統網址
相關次數:
被引用次數:期刊(
1
) 博士論文(0) 專書(0) 專書論文(0)
排除自我引用:
1
共同引用:0
點閱:4
In Digital Content Industry Development and Assistance Project (DCDA), the government promotes digital game industry to create value in intellectual economy. Relevant subjects have become research directions of many academic fields. There are a variety of issues in digital game industry, such as game design, game industry analysis, game rating regulations, game consumption patterns, customer relationship, internet café, and game violence, etc. In fact, it is important for game developers to maintain players game loyalty, since players equal to their consumers and source of benefit. The purpose of this research is proposing a theory to verify the influence of virtual props trading sites to game loyalty of players. The objects of sampling aim at users who are actually engaged in online games props trading sites. A survey of 459 game players in Taiwan was conducted; research results were generated through the use of descriptive analysis, reliability analysis, correlation analysis, and T-test analysis. The framework of this research can be used to analyze the more involvement degree of virtual props sites, the additional of consumers' game loyalty. The results of this study showed that the higher involvement degree for virtual props has significant impact on the customers' loyalty.
以文找文
期刊論文
1.
Fornell, C.、Wernerfelt, B.(1988)。A model for customer complaint management。Marketing Science,7(3),271-298。
2.
Bell, Simon J.、Auh, Seigyoung、Smalley, Karen(2005)。Customer Relationship Dynamics: Service Quality and Customer Loyalty in the Context of Varying Levels of Customer Expertise and Switching Costs。Journal of the Academy of Marketing Science,33(2),169-183。
3.
Robertson, T. S.、Zielinski, J.、Ward, S.(1984)。Low-commitment consumer behavior。Journal of Advertising Research,16(2),19-24。
4.
Cunningham, Ross M.(1956)。Brand loyalty: What, where, how much?。Harvard Business Review,34(1),116-128。
5.
Billieux, J.、Thorens, G.、Khazaal, Y.、Zullino, D.、Achab, S.、Van der Linden, M.(2015)。Problematic involvement in online games: A cluster analytic approach。Computers in Human Behavior,43,242-250。
6.
Billieux, Joël、Van der Linden, Martial、Achab, Sophia、Khazaal, Yasser、Paraskevopoulos, Laura、Zullino, Daniele、Thorens, Gabriel(2013)。Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth。Computers in Human Behavior,29(1),103-109。
7.
Armstrong, A. G.、Hagel, J.(1996)。The Real Value of Online Community。Harvard Business Review,74(3),134-140。
8.
Brown, G. H.(1952)。Brand loyalty-fact or fiction?。Advertising Age,23(19),53-55。
9.
Calder, Bobby、Isaac, Mathew、Malthouse, Edward(2015)。How to Capture Consumer Experiences: A Context-Specific Approach to Measuring Engagement: Predicting Consumer Behavior Across Qualitatively Different Experiences。Journal of Advertising Research,56(1)。
10.
Joseph. P. F.、Hui. B. T.(2013)。To give or to keep? Affective influences on selfishness and fairness in computer-mediated interactions in the dictator game and the ultimatum game。Computers in Human Behavior,29,64-74。
11.
Zaichkowsky, Judith Lynne(1985)。Measuring the Involvement Construct。Journal of Consumer Research,12(3),341-352。
12.
Bowen, John T.、Chen, Shiang‐Lih(2001)。The Relationship between Customer Loyalty and Customer Satisfaction。International Journal of Contemporary Hospitality Management,13(5),213-217。
13.
Chaudhuri, Arjun、Holbrook, Morris B.(2001)。The chain of effects From brand trust and brand affect to brand performance: The role of brand loyalty。Journal of Marketing,65(2),81-93。
圖書
1.
Seybold, Patricia B.(1998)。Customers.com: How to Create a Profitable Business Strategy for the Internet and Beyond。New York:Times Business。
2.
方彩欣(2011)。虛擬與真實交織的新現實。台北:三石創社文化事業公司。
延伸查詢
3.
Bowman, S.、Willis, C.(2003)。We media: How audiences are shaping the future of news and information。The Media Center at the American Press Institute。
4.
Rouse, R. III(2001)。Game Design: Theory & Practice。Wordware Publishing, Inc.。
5.
Babbie, E.(1990)。Survey Research Methods。Belmont, Calif.:Wadsworth。
6.
Fong, T. S.(2008)。The Persuasive Power of Rhetorical Website Design: Marketing Loyalty in the E-Commerce Environment。Verlag:VDM publishing house Ltd.。
7.
Kotler, Philip、Keller, Kevin Lane(2011)。Marketing Management。Pearson College Div.。
8.
Nigel, H.、Jim, A.(1996)。Handbook of Customer Satisfaction and Loyalty Measurement。VT:Gower。
9.
Yu, Y. L.(2009)。Efficient Strategic Plan of Video Game Design。Verlag:VDM Publishing House Ltd.。
10.
Yu, Y. L.(2012)。數位遊戲的多元力量。台北:三石創社文化事業有限公司。
延伸查詢
11.
Oliver, Richard L.(1997)。Satisfaction: A behavioral perspective on the consumer。Irwin/McGraw-Hill。
其他
1.
Crawford, C.(1997)。The art of computer game design,http://www.vancouver.wsu.edu/fac/peabody/gamebook/Coverpage.html, 。
2.
資策會(2016)。Taiwan digital game market development status,http://mic.iii.org.tw。
3.
Ryan, M.(2012)。Choosing the right business model for your game or app,http://www.adobe.com/devnet/flashplayer/articles/right-business-model.html。
圖書論文
1.
Lastovica, J. L.、Gardner, D. M.(1978)。Components of Involvement。Attitude Research Plays for High Stakes。
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