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This research is aligned with the author's Dissertation titled ‘Virtual World Consumer Behavior’-2016. It tests a model which looks at the connection between Virtual Worlds (VW) user attributes and VW purchases intentions. Results of this study are aimed at improving understanding of VW users so stakeholders and engineers can improve game system attributes overall leading to VW profits. This study...
We examine supply chain distribution channels for two manufacturers selling substitutable products to retailers. Both retailers are Stackelberg leaders and the manufacturers are followers. retailers in competing supply chain may choose different distribution channels, either a traditional distribution or offering a retailing platform. Under supply chain competition, we identify which chanel is more...
The purpose of this study is to explore the effects of experiential marketing factors on satisfaction and movie-watching intention with the case of Mobile Theme Movie Games (MTMGs). The influential effects of users' satisfaction of Mobile Movie Theme Games on movie-watching intention are also investigated. Online survey method with structural equation modeling (SEM) was employed to examine the proposed...
Vehicular Ad Hoc Network (VANET) is considered as a special application of Mobile Ad Hoc Networks (MANETs) in road traffic, which can autonomously organize networks without infrastructure. VANETs enable vehicles on the road to communicate with each other and with road infrastructure using wireless capabilities. In the last few years, extensive research has been performed to extend Internet connectivity...
We propose a model for network optimization in a non-cooperative game setting with specific reference to the Internet connectivity. We refer to the general model shown in internal report [1], where Autonomous Systems (AS) decisions on link creation and traffic routing are strategically based on realistic interconnection costs, keeping into account the peering/transit dichotomy. Equilibria existence...
On-line stickiness is focused on increasingly day by day. This paper studies the problem of on-line stickiness in the premise of the classification of the internet applications by the reports of CNNIC (China Internet Network Information Center). Based on the on-line stickiness theory, we put forward that the characteristics of the on-line stickiness behaviors are different in the four kinds of applications...
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...
Over the last years, the research community has been deeply concerned about the scalability issues that the Internet routing is facing. In this paper we study the economic incentives for the Global Routing Table (GRT) explosive growth by considering a commons model in which the GRT is a public resource. In particular, we analyze the motivations the ASes have for deaggregating their assigned address...
Many studies on Internet Service Provider (ISP) interconnection make simplifying assumptions on the implementation of the service provision. Our work explicitly models the ISP service that is provided to users that run peer-to-peer applications and it analyses the behavior of competing ISPs. The ISPs have agreed to peer each other and each ISP has purchased transit service from one Internet Backbone...
Due to people's eagerness for interactions with others, online social network has been one of the most popular Internet services in the world. However, the most frustrating element is the overwhelming information users facing while using these applications on social networks. In this work, we investigate the effect of overloaded information on users' behaviors in terms of the network formation of...
Recently, several statistical techniques using flow features have been proposed to address the problem of traffic classification. These methods achieve in general high recognition rates of the dominant applications and more random results for less popular ones. This stems from the selection process of the flow features, used as inputs of the statistical algorithm, which is biased toward those dominant...
Cloud computing is a new emerging computing paradigm that advocates supplying users everything as a service. Compared with grid computing, the focus of resource management problem is transformed to resource virtualization and allocation rather than job decomposition and scheduling. It is more urgent to find better solutions for cloud resource allocation than ever before. Although there have been some...
Network society is a new social form driven by the information technology as a representative of the computer and Internet technology. Network society is similar to the ecological system. Not only is its internal structure a hierarchical structure, according to the whole, but also the energy flow is the important motive mechanism. Based on the ecology theory, with interdisciplinary research and analysis,...
This study mainly investigates the relationships among brand image, brand trust, and online word-of-mouth. The present study collects 317 players of the online game ??World of Warcraft?? to empirically investigate the relationships among brand image, brand trust, and online word-of-mouth, and examines the moderating effect of experience. By manipulating structural equation modeling (SEM), the research...
Human computation is a technique that makes use of human abilities for computation to solve problems. Social games use the power of the Internet game players to solve human computation problems. In previous works, many social games were proposed and were quite successful, but no formal framework exists for designing social games in general. A formal framework is important because it lists out the...
In this expository paper, we show how some of concepts in game theory might be useful for supplying the underlying theoretical foundations for instilling trust in the framework of network sensing, and describes potential application for cyber warfare.
The process of recruiting employees has changed since the internet entered enterprises. From simply posting job ads and information on the internet to online application forms and holistic e-recruiting system architectures the way of recruiting has changed a lot. With the introduction of virtual worlds and the increasing number of online games this paper is discussing the next step of e-recruiting:...
The present study focuses on the paths to improve brand identification through virtual community and emphasize the role of perceived usefulness and the participation. The rational is to provide tactics for practitioners to enhance their abilities to manage the virtual brand community. Results show differential effects among these relationships. Virtual brand community experience has a significant...
The virtual money has spread over the young netizens in recent years, especially in China. The new phenomenon related to the virtual money has been paid more attention in literature, from e-service provider and even government. This study applies the modified technology acceptance model (TAM) in order to propose the research model and the paper stands on the point of the impact of the virtual money...
User acceptance of mobile service is the first step for enterprises to successfully implement mobile commerce. Extant research has tried to explain user acceptance of mobile commerce based on TAM and neglected the impact of usage cost, enjoyment and social evaluation on user behavior. Based on the theory of perceived value,this paper examines the impact of perceived value on user acceptance behavior...
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