A Study on the Relationship about the Value Creation and the Viscidity of the On-Line Game Players-Take “World of Warcraft” as an Example
碩士 === 世新大學 === 資訊傳播學研究所(含碩專班) === 96 === After the internet frothed, the industry value of on-line game excesses the movie’s from 2004, and becomes the main commerce with the e-shopping. According to the MIC online game market earning report in 2008, the on-line game growth curve from the 67.4% in...
Main Authors: | , |
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Other Authors: | |
Format: | Others |
Language: | zh-TW |
Published: |
2008
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Online Access: | http://ndltd.ncl.edu.tw/handle/8uxq7g |