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浙江大学硕士学位论文网络游戏顾客价值感知要素实证研究姓名:章浩芳申请学位级别:硕士专业:企业管理指导教师:张大亮20051101网络游戏顾客价值感知要素实证研究作者:章浩芳学位授予单位:浙江大学参考文献(69条)1.IDSA,2003,20042.IDC,200320043.GriffithsMDAmusementmachineplayinginchildhoodandadolescence:acomparativeanalysisofvideogamesandfruitmachines19914.GriffithsMDVideogamesandchildren'sbehavior19975.GriffithsMD.HuntNComputergameplayinginadolescence:prevalenceanddemographicindicators19956.GriffithsMD.HuntNComputergameaddictioninadolescence?19987.PhillipsCA.RollsS.RouseAHomevideogameplayinginschoolchildren:astudyofincidenceandpatternofplay19958.GriffithsMDViolentvideogamesandaggression:areviewoftheliterature19989.GriffithsMD.OWeigman.EGMvanSchieVideogameviolenceandaggression:commentsonVideogameplayinganditsrelationswithaggressiveandprosocialbehaviour200010.GriffithsMDArecomputergamesbadforchildren?199311.GriffithsMDComputergameplayinginchildrenandadolescents:areviewoftheliterature199612.GriffithsMDComputergameplayinginearlyadolescence199713.DouseNA.McManusICThepersonalityoffantasygameplayers199314.GriffithsMD.DancasterITheeffectoftypeApersonalityonphysiologicalarousalwhileplayingcomputergames199515.FattahH.PaulPGamingGetsSerious2002(05)16.ChengJulianMS.ChenMK.WuNinaSHAStudyontheDevelopmentofTaiwan'sOnlineGames200217.MorahanMartinJ.SchumacherPIncidenceandCorrelatesofPathologicalInternetUseamongCollegeStudents2000(01)18.KimKH.ParkJY.KimDY.MoonHIChumHCE-lifestyleandMotivestouseOnlineGames2002(02)19.ChoiD.KimJWhyPeopleContinuetoPlayOnlinegames:InSearchofCriticalDwsignFactorstoIncreaseCustomerLoyaltytoOnlineContents2004(01)20.BartleRHearts,clubs,diamonds,spades:playerswhosuitMUDs[On-line]199621.CsikszentmihalyiM.SanFrancisco.JosseyBassBeyondboredomandanxiety197522.CsikszentmihalyiMFlow:Thepsychologyofoptimalexperience199123.FinneranCM.ZhangPAperson-artefact-task(PAT)modelofflowantecedentsincomputer-mediatedenvironments200324.ChenH.WigandR.NilanMSOptimalexperienceofwebactivities199925.HoffmanDL.NovakTPMarketinginhypermediacomputer-mediatedenvironments:Conceptualfoundations199626.WebsterJ.TrevinoLK.RyanLThedimensionalityandcorrelatesofflowinhuman-computerinteraction199327.SkadbergYX.KimmelJRVisitors'flowexperiencewhilebrowsingawebsite:itsmeasurement,contributingfactors,andconsequences200428.GhaniJAFlowinhuman-computerinteractions:testofamodel199129.PearceJM.HowardSDesigningforflowincomplexactivity200430.MillerGThemagicalnumberseven,plusorminustwo:somelimitsonourcapacityforprocessinginformation195631.JohnsNBVideogameforperformancetesting1981(03)32.StoverSVideoGamesintheInformationAge198433.MaloneTWTowardatheoryofintrinsicallymotivatedinstruction198134.FenigsteinADoesaggressioncauseapreferenceforviewingmediaviolence?197935.BangJHAstudyontheuseandgratificationofthevideogames199136.KimSWThemotiveofavideogameuseandthetypeofenjoyingoftheyouths199537.YuanGaoAppealofonlinecomputergames:auserperspective200438.GriffithsMD.davieMD.DarrenChappell.BSCDemographicFactorsandPlayingVariablesinOnlineComputerGaming200439.TingJuiChou.ChinChenTingMBATheRoleofFlowExperienceinCyber-GameAddiction200340.KristianKiiliDigitalgame-basedlearning:Towardsanexperientialgamingmodel200441.ZeithamlVAConsumerPerceptionsofPrice,QualityandValue:AMeans-endModelandSynthesisofEvidence1988(07)42.WoodruffRobertBCustomerValue:TheNextSourceforCompetitiveAdvantage1997(02)43.Parasuraman.ValarieZeithaml.LeonardBerryAConceptualModelofServiceQualityanditsImplicationsforFutureResearch199744.FlintWoodruff.GardialCustomerValueChangeinIndustrialMarketingRelationships:ACallforNewStrategiesandResearch199745.GaleBradleyManagingCustomerValue:CreatingQualityandServiceThatCustomersCanSee199446.GronroosValue-drivenRelationalMarketingfromProductstoResourcesandCompetences199747.KotlerAGenericConceptofMarketing1972(04)48.LovelockCompetingonService:TechnologyandTeamworkinSupplementaryServices199549.MonroeDynamicMarketingBehavior:AFunctionalistTheoryofMarketing199050.PorterCompetitiveAdvantage:CreatingandSustainingSuperiorPerformance198551.Ravald.GronroosTheValueConceptandRelationshipMarketing1996(20)52.Woodruff.GardialCustomerValueChangeinIndustrialMarketingRelationshipsaCallforNewStrategiesandResearch199753.UlagaW.ChacourSMeasuringCustomer-PerceivedValueinBusinessMarkets:APrerequisiteforMarketingStrategyDevelopmentandImplementation200154.JarvenpaaS.ToddPConsumerReactionstoElectronicShoppingontheWorldWideWeb1997(02)55.GreenH.BrowderSCyberspaceWinners:Howtheydidit199856.MargherioLTheEmergingDigitalEconomy,U.S.DepartmentofCommerce199857.KeeneyRTheValueofInternetCommercetotheCustomer1999(04)58.HuizinghEThecontentanddesignofwebsites:anempiricalstudy200059.HanJ.DHanAframeworkforanalyzingcustomervalueofInternetbusiness2001(05)60.zhanchen.AlanJDubinskyAconceptualmodelofperceivedcustomervalueine-commerce:Apreliminaryinvestigation2003(04)61.卓武扬网络游戏产业研究[期刊论文]-江西财经大学学报2004(1)62.李琪.李峰网络游戏:潜力巨大的新兴电子商务应用200463.李仪凡中国网络玩家关键驱动因素研究200564.白长虹.廖伟基于顾客感知价值的顾客满意研究[期刊论文]-南开学报(哲学社会科学版)2001(6)65.白长虹西方的顾客价值研究及其实践启示[期刊论文]-南开管理评论2001(2)66.董大海.权晓妍.曲晓飞顾客价值及其构成1999(02)67.马庆国管理统计--数据获取、统计原理、SPSS工具与应用研究200268.王重鸣心
本文标题:网络游戏顾客价值感知要素实证研究
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