User Tools

Site Tools


c:mrm:2016:assignment_example

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
c:mrm:2016:assignment_example [2016/10/10 10:02] hkimscilc:mrm:2016:assignment_example [2016/10/10 10:05] (current) hkimscil
Line 19: Line 19:
     * Why do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment. [[http://www.sciencedirect.com/science/article/pii/S0268401215000080|article link]], {{:1-s2.0-S0268401215000080-main.pdf|PDF download}}     * Why do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment. [[http://www.sciencedirect.com/science/article/pii/S0268401215000080|article link]], {{:1-s2.0-S0268401215000080-main.pdf|PDF download}}
     * “The app market has been candy crushed”: Observed and rationalized processes for selecting smartphone games 아티클 제목은 앱마켓에서 앱이 선택되는 과정에 대한 연구인 듯. 유료화와 관련이 있을 듯. {{:1-s2.0-S1875952115000038-main.pdf|PDF download}}     * “The app market has been candy crushed”: Observed and rationalized processes for selecting smartphone games 아티클 제목은 앱마켓에서 앱이 선택되는 과정에 대한 연구인 듯. 유료화와 관련이 있을 듯. {{:1-s2.0-S1875952115000038-main.pdf|PDF download}}
-    * 한국문화의 경우, 온라인 게임 마켓에서 유료게임을 다운로드하거나, free to play 과정을 거쳐 비용을 지불하게 되는 행동 패턴을 연구해볼 가치가 있을 듯....+      * 한국문화의 경우, 온라인 게임 마켓에서 유료게임을 다운로드하거나, free to play 과정을 거쳐 비용을 지불하게 되는 행동 패턴을 연구해볼 가치가 있을 듯....
  
  
c/mrm/2016/assignment_example.1476063130.txt.gz · Last modified: 2016/10/10 10:02 by hkimscil

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki