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Volumn , Issue , 2005, Pages
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The comparison of online game experiences by players in games of Lineage & EverQuest: Role play vs. Consumption
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Author keywords
Consuming behavior(game activity); Online game(MMORPG); The recognition of gamers on game world; The value and meaning of a product
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Indexed keywords
BEHAVIOR PATTERNS;
CONSUMING BEHAVIOR(GAME ACTIVITY);
DAILY LIVING;
DIGITAL IMAGE;
MASSIVELY MULTIPLAYER;
MMORPGS;
ON-LINE GAMES;
ROLE PLAY;
SOCIAL RELATIONSHIPS;
THE RECOGNITION OF GAMERS ON GAME WORLD;
THE VALUE AND MEANING OF A PRODUCT;
VIRTUAL WORLDS;
COMPUTER SOFTWARE;
CONSUMER BEHAVIOR;
INTERNET;
VIRTUAL REALITY;
INTERACTIVE COMPUTER GRAPHICS;
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EID: 84873345078
PISSN: None
EISSN: None
Source Type: Conference Proceeding
DOI: None Document Type: Conference Paper |
Times cited : (7)
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References (9)
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