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...

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Bibliographic Details
Main Authors: Chen-Chih Wang, 王辰祉
Other Authors: Yuh-Shihng Chang
Format: Others
Language:zh-TW
Published: 2008
Online Access:http://ndltd.ncl.edu.tw/handle/8uxq7g