Frontiers of electronic commerce
Frontiers of electronic commerce
Net gain: expanding markets through virtual communities
Net gain: expanding markets through virtual communities
Decision Support Systems - Special issue on economics of electronic commerce
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
Game traffic analysis: an MMORPG perspective
Computer Networks: The International Journal of Computer and Telecommunications Networking
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Online game websites can not only provide players with a hyperspace for enjoying game playing, but also with a service platform for diverse community interactions, information sharing, and online transactions. Based on the four virtual spaces proposed in Angehrn's (1997) ICDT model: virtual information space (VIS), virtual communication space (VCS), virtual distribution space (VDS) and virtual transaction space (VTS), this research developed a content architecture for analyzing the function interface of online game websites. 26 online game websites are chosen as sample sites. This research found that most of the websites investigated provide good service functions in both VIS, but require further improvement of their VTS functions. Certain suggestions are proposed to the online game websites in Great China area.