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Mongolia is an emerging market for the online game industry. The study surveyed 302 valid samples of online game players in Mongolia. The results show that the challenge of an online game is positively related to interdependence with other gamers, loyalty to the game, and its experiential value, respectively. Among them, interdependence mediates the influence of challenges on loyalty and satisfaction...
E-commerce is an emerging industry in Mongolia. Its development has a high urban-rural gap. The study summarized experiences and observations from countries with advanced e-commerce and proposed a conceptual model. Applying expectancy confirmation theory (ECT) and the concept of e-SERVQUAL (NetQual), the study surveyed 305 effective samples and verified the relationships among expectation, service...
This study contended that the largest difference between continuance intention and general behavior intention depends on the existence of satisfaction with the confirmation of the ex post expectations about the products or services. The factors of attraction of online game design, trust, perceived risk, and social motives were proposed to have associations with both satisfaction with and continuance...
This study utilized information system (IS) success model and technology acceptance model (TAM) as foundation and adopted theories of service quality and customer satisfaction to discuss the intention of continuous using traveling websites. Owing to the advantages of comparing prices and itineraries through Internet with ease, how to hold potential customers' eyes on their own websites is always the...
Since its establishment in 2004, Facebook has become the most popular social networks platform in the world. Among its various interfaces, the Pages, also known as ¡§fan clubs¡¨, are chosen as the main topic in this study. Previous studies have corroborated that the brand image has some influence on the trust of consumers and web quality is positively related to the trust and cohesiveness of community...
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