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It is said by a famous Chinese entrepreneur Jack Ma that which understands yourself the most is not your own but the computer. It is not difficult to find that the computers will always automatically recommend something for you. How do these things come from? It is the computer system which does the statistical analysis to your Internet habits, sorts out the content you may want to browse, and finally...
The online reservation system (ORS) is widely used in the hospitality industries. This paper studies the hotel's optimal pricing policies for two types of contracts: booking without prepayment and booking with prepayment. The hotel adopts these two contracts to segment heterogenous customers through the ORS. We get the hotel's three possible pricing strategies and the corresponding payoffs. It is...
More consumers have been shifting from mass media to network media such as the Internet. There has been a significant movement towards being engrossed in games or the Internet among people in their teens and 20's. The main target of the fashion industry has been teenagers. Geeks who are absorbed in games or the Internet tend to avoid social interaction in real life, and so they might be not interested...
This research analyzed the current status concerning pro games in order to identify the level of vitalization for the e-sports in Korea with the goal of increasing qualitative growth. Along with current status analysis, this research examined socio-cultural significance of e-sports. As such, the purpose of this research is to provide implications so that the e-sports can be established properly and...
During the last six years, the gaming industry has introduced nontraditional interfaces to play videogames. These efforts had been done before but without reaching the success these new interfaces are experiencing in the last years. These new interfaces use player movement rather than buttons or joysticks, creating increasingly immersive environments for the player. These results open up a universe...
The network cultural industry is a sunrise industry with huge development potential. This paper summarized the current situation of China's network culture industry development and gave targeted measure and advices to existed problems, through looking up latest data given by CNNIC and other authoritative institutes and analyzing on the data statistically.
There is an increasing visibility of mobile social games in Japan. The radical growth of item-purchasing in mobile social games provides a new perspective for service engineering. The author comes to recognize that the know-how in mobile social games provides lessons for further general service engineering. The author proposes the concept of virtual-world alchemy for parsing the new paradigm of service...
This paper introduces Bertrand's price game model and analyzes equilibrium prices for different online advertising market structure. The result shows that price of integrated complementary services is lower than non-integrated services. Among the market structure, vertical integration can achieve economies of scope and increase welfare. This is also benefit of parties for online advertising industry...
With the flourishing rise of the Internet of Things (abbreviation is IOT) in recent years, the important role of governments played in regulating the development of IOT's innovation has been paid more and more attention. On the basis of the Game theory, this article explores the game analysis between the researchers of IOT and the regulation of the government, and the Nash equilibrium is concluded...
This research proposes a conceptual model with perceived value, satisfaction, subjective norm and individual characteristics (i.e., self-esteem, self-efficacy and extraversion) as key predictors of adolescents' intention to play online games. Perceived value is determined by positive factor of perceived benefits and negative factor of perceived risks. A survey was conducted to test the model. Most...
Balancing communication workloads is a perennial performance issue in the area of Distributed Virtual Environments (DVE). The stringent time constraints of Multiplayer Online Games (MOG) complicate efforts to effectively distribute the networking load amongst servers. This issue becomes ever more exacting, when we move towards a fully Peer-to-peer virtual world (P2P-VE). We are consequently forced...
The change of Virtual currency strategy is common in electronic business. Online game is one of the areas where virtual currency strategy changes frequently. This research focuses on how the change of Virtual currency strategy effects customer satisfaction. Online games' economic problems attributed the problem of inflation. And the change of Virtual currency strategy associates that of Inflation...
Network video games have become one of the main ways of entertainment for people in many developed countries. With the rapid popularization and application of internet, the development of network game market in China has entered a period of rapid growth and also brought along the development of related industries, which have a positive effect on promotion of development of China's network economic...
Conflicts between the third-party payment enterprise and bank are increasing gradually, the main conflict is interest, revenue distribution issue seems to be more important. Because of the importance of the market, introducing theoretical framework of service supply chain and enact reasonable revenue distribution plan on that basis, it establishes revenue distribution model through introducing idea...
There have been escalating research interests on areas relating to haptic modality in recent years, especially towards mobile devices. However, there seems to be limited studies in determining the relation between haptic user interfaces and its influence on the playability of mobile games. This paper aims to measure playability of mobile games by comparing two different types of haptic interfaces,...
Since 2006, China's online game industry, there have been some new development trends and business models. In this paper, an analysis of the new online games, such as “Happy Farm”, “Journey” and “Tianxia II” and so on. Discusses the current trends of China's online games, and China's current development of online games trends are mainly followed by: China's online game competition has become increasingly...
Through one-to-one and face-to-face interviews and focus groups, it is found that the life cycle of an online game can be divided into four stages-Trying Stage, Indulging Stage, Retaining Stage, and Leaving Stage-on the basis of how the players like or indulge in as well as how much time and energy the players spend on it. The online-game life cycle contains not only the above typical four stages...
Sports and leisure tourism which based on sporting and tourism resources, through verified activities to plan, design and combine relevant tourism products to arouse people's consuming desire and participate in the above activities to enjoy the spice of nature. This is an emerging tourism form. This paper, based on the analysis of current development situation of sports and leisure tourism at home...
Recently, Taiwan's sales revenue of online games market is rapidly growing year on year. As the internet pervasive, more and more company joined to this market and tries to gain profit in this market. However, the key to success in this market is consumer satisfaction and loyalty. As a result, based on literature, the research proposed two variables (system quality and service quality) which may influences...
China's animation market is very large, but compared to the animation-advanced countries like US, Japan and South Korea, China still has problems in our animation industry chain, of which the most important is ineffective industry chain. First the concept of animation industry chain was introduced, then the traits of US, Japanese and South Korean animation industry chain were shown and compared with...
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