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Dissertations / Theses on the topic 'Online business games'

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1

Andrivet, Sébastien. "Customer research, customer-driven design, and business strategy in Massively Multiplayer Online Games." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/39531.

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Thesis (M.B.A.)--Massachusetts Institute of Technology, Sloan School of Management, 2007.<br>This thesis is a part of an exploration of how the relationships between the customers of Massively Multiplayer Online Games (MMOGs) shape customer experience, and can be used to diminish customer churn and improve customer life expectancy, two critical drivers for any subscription-based business model. MMOGs are a very complex product, with a massive level of interaction within the customer base - in fact those interactions constitute a significant part of the appeal. Thus, MMOGs combine aspects of pa
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Bista, Sanat K. "Computational models of trust for cooperative evolution : reputation based game theoretic models of trust for cooperative evolution in online business games." Thesis, University of Bradford, 2010. http://hdl.handle.net/10454/4424.

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Online services such as e-marketplaces, social networking sites, online gaming environments etc have grown in popularity in the recent years. These services represent situation where participants do not get to negotiate face to face before interaction and most of the time parties to transaction remain anonymous. It is thus necessary to have a system that rightly assesses trustworthiness of the other party in order to maintain quality assurance in such systems. Recent works on Trust and Reputation in online communities have focused on identifying probable defaulters, but less effort has been pu
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Alba, Begazo Nadia Alejandra, Pérez Santiago Alonzo Barrios, Angeles Olga Alexandra Blanco, Ruiz Angela Maria Ganoza, and Velasco Cristian Noe Huamantupa. "Plataforma web de rifas online: Rifus." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/651771.

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En la actualidad los consumidores enfrentan problemáticas al adquirir un bien o servicio, ya sea por problemas con la disponibilidad de dinero, tiempo o algún otro tipo de limitante. Asimismo, al enfocar esta escena en el panorama digital, las variables antes descritas se mantienen, añadiendo la desconfianza a la lista. Por tal motivo, este trabajo de investigación plantea una nueva forma de adquirir bienes y servicios, de una manera novedosa que pretende eliminar las negativas mencionadas anteriormente. Esta iniciativa será llevada cabo mediante la implementación de una plataforma llamada Rif
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Bazan, Sanchez Andy Alí, Garcia Oscar Bernales, Arotinco Ines Odaliz Huauya, Espino Pedro Franco Leon, and Bonifaz Gerson Jose Palomino. "Proyecto Game Legend." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/651772.

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El presente proyecto de investigación consta de una tienda online de juegos de mesa para personas que buscan salir de la rutina y practicar nuevas formas de recreación sana y divertida, en base a la investigación realizada en Lima Metropolitana, se detectó que algunos grupos de personas buscan nuevas formas de pasar el tiempo en familia o con amigos por lo cual muchos compran juegos de mesa para tener horas de diversión sana. Asimismo, se identificó que muchas de estas personas tienen cada vez menos tiempo para desempeñar sus actividades diarias o prefieren invertir su tiempo realizando nuevas
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Grundy, David. "An empirical investigation into the drivers of re-subscription in massively multiplayer online games : a commitment trust theory approach." Thesis, Northumbria University, 2010. http://nrl.northumbria.ac.uk/3754/.

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This is a relationship marketing PhD which is examining, using Commitment Trust Theory, the customer decision to maintain subscribing to a massively multiplayer online game. This PhD is not an examination of initial purchase decision, but of the ongoing, post-purchase, customer retention. In keeping with the contextual nature of Commitment Trust Theory, this study examines the antecedents of the re-subscription decision and their effect on the key mediating variables of Commitment and Trust and modifies the framework to model the subscription based nature of the business situation and the cont
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6

Figueira, Bruno Filipe Tavares. "Perspetivas do comércio eletrónico na vertente dos serviços on-line." Master's thesis, Instituto Superior de Economia e Gestão, 2015. http://hdl.handle.net/10400.5/11147.

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Mestrado em Gestão de Sistemas de Informação<br>Com a crescente importância e uso da internet nos dias de hoje, é fulcral as empresas acompanharem esse rumo e aderirem a plataformas que possibilitem o comércio eletrónico, sob pena de, se não o fizerem, ser muito complicado subsistir num mundo que está a ficar cada vez mais global, onde o outro lado do mundo está à distância de um "click". Como tal, o comércio eletrónico deve ser visto como uma oportunidade para o negócio crescer e não o contrário, pois permite acompanhar as necessidades dos consumidores, através das tecnologias mais atuais e t
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7

Ahlstrom, A. Michelle Elton. "Marital Satisfaction among Married Couples in which One or Both Members Play a Massively Multiplayer Online Role-Playing Game (MMORPG)." BYU ScholarsArchive, 2009. https://scholarsarchive.byu.edu/etd/1761.

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The purpose of this study was to gain a better understanding of the gaming behaviors of married individuals and couples who play Massively Multiplayer Online Role-Playing Game(s) (MMORPGs) including gaming addiction, time spent gaming, satisfaction in gaming participation, gaming interaction (between joint gaming spouses), and socio-demographic variables and the subsequent marital satisfaction levels of both individuals in the couple. Hypotheses were generally supported, excluding the hours spent gaming. 685 couples were separated and analyzed according to whether both individuals in the marri
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8

Ren, Qun. "Market share competition in the Chinese online game industry." Thesis, Bournemouth University, 2010. http://eprints.bournemouth.ac.uk/17505/.

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This study investigates the impacts of pricing innovations and other non-pricing dimensions on the market share competition of dominant Chinese online game companies. The empirical context of my research is the strategic behaviour of online game operators (i.e. the companies who operate online games) in the Chinese online game market – the most active market in the world with strong network effects. According to the literature review, previous pricing studies have focused mainly on the evaluation of traditional pricing theories and their limited validity for the information economy. Velu (2005
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9

Zackariasson, Peter. "World Builders : A Study on the Development of a Massively Multiplayer Online Role-Playing Game." Doctoral thesis, Umeå : Umeå School of Business, Umeå University, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1134.

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10

O'Regan, Ryan Timothy. "A Look at the Game Theory of Online Auctions: The Choice Between End-Time Formats on Yahoo! Auctions." Thesis, Boston College, 2005. http://hdl.handle.net/2345/406.

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Thesis advisor: Hideo Konishi<br>Online auctions have many different formats. Each of these affect the ways in which users bid strategically. One example of this is the end-time format. Some sites, like eBay, use a hard close, under which there is a strict end-time and the highest bidder at that time wins. Others, like Amazon, have an extended end-time format. It has been shown that these differences do, in fact, appear to change how bidders behave. This paper uses data obtained from Yahoo! Auctions, where both formats are used, to examine the impact these differences have on the final price o
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11

Boone, Kristy L. "A content analysis of the game and excellence theory elements in public relations articles in Entrepreneur's online magazine." Virtual Press, 2008. http://liblink.bsu.edu/uhtbin/catkey/1390650.

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This study is an in-depth investigation of game and excellence theory's linkage within the discipline of public relations during the period of market entry.The literature review defines and analyzes both game and excellence theory and the value of each within public relations. The literature also examines the impact of new businesses within U.S. economy and the importance of strategic decision making during the period of market entry. Decisions made during this time period, of which public relations professionals are often involved, can forecast the success or failure of a new business. The re
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12

Zackrisson, Patrik. "Changing the Game : a Pre-Study to Marketing Planning in a Local Squash Club." Thesis, University of Gävle, Department of Business and Economic Studies, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-6796.

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<p><strong>Aim:</strong></p><p>The purpose was to perform a pre-study to marketing planning for a local squash club in Sweden that had difficulties with membership growth and development. This pre-study would provide the squash club with valuable information and a starting point when creating its first marketing plan.</p><p><strong>Method:</strong></p><p>The chosen research approach included theoretical and empirical studies. Empirical data was collected by triangulation, using both qualitative and quantitative methods. A semi-structured interview and two surveys using on-line questionnaires w
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13

Arpin, Rachel Ann. "The Effectiveness of Digital Escape Rooms to Deliver Leadership Training: A Mixed-Methods Study." Franklin University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=frank1620315747289854.

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14

Jonquière, Étienne. "Investigating the role of eSport on the free to play business model: An analysis of league of legends economic success." Master's thesis, 2020. http://hdl.handle.net/10071/20782.

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ESport is a rising entertainment industry that has grown exponentially in the past decade. Competitions broadcasted online make eSport appealing for a large audience of video game enthusiasts, creating an opportunity for sponsorship deals. To this day, scholars have focused their efforts on understanding which are the motivations for people to watch eSport, and only scarce research has been made to measure how eSport consumption affects video game consumption. Filling this literature gap is the first objective of this study. Free-to-play games are a logical response to the shifts of the
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15

Hsieh, Ting-yu, and 謝定諭. "A Case Study of Business Strategy on Online Game." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/88804619839412827853.

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碩士<br>國立臺灣科技大學<br>企業管理系<br>97<br>In early days, the market size of the game industry in Taiwan was very small. Until 2002, the game industry was paid attention and subsidized by the government in Taiwan. In 2008, the financial crisis has caused the global economic to decline sufficiently deep and impacted almost all industries, but the online game industry was still grew fast and it has become the star industry. This year, the revenue of online game market in Taiwan will amount to NT$ 11.2 billion, more than NT$ 10.331 billion in 2008, and the revenue of year on year in 2009 will grow 8.41%.
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16

Chang, Yu-Ling, and 張鈺聆. "A Study of Business Models of Online Game and Mobile Game in Taiwan." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/89062358463549291411.

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碩士<br>國立東華大學<br>企業管理學系<br>104<br>Title of Thesis: A Study of Business Models of Online Game and Mobile Game in Taiwan Number of pages: 104 Gradaute School and University: Graduate Institute of Business Administration, National Dong Hwa University Category of Abstract and Graduation Time: Thesis for Master Degree, the Second Semester, 2015 Academic Tear Name of Student: Yu-Ling Chang Thesis Adviser: Dr. Juhwen Hwang Abstract: With advances in technology, network has been promoted rapidly and been spreaded out all around the world. Along the network development, Taiwan's digital game industr
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17

Wu, Chun, and 吳俊. "A Study of Business Models of Online Game Companies in Taiwan." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/83639646429336556007.

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碩士<br>國立雲林科技大學<br>企業管理系碩士班<br>92<br>With the rapid development and popularity of the internet, on-line game has successfully drawn most nowadays teenagers’ attention. However, competition of the field is inevitably become harsher and harsher in Taiwan due to the increasing number of companies intending to be involved. The questions of what business model to choose, how to take advantage of edge already beholding, and how to conquer the external environment are to be answered anxiously by the industry. The research has been done via the in-depth case study to the top eight on-line gaming compa
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18

Huang, Shih-hui, and 黃詩惠. "The Standardized Contract for Online Game and the Business Risk Management-Case of the Game Operating Agents." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/28639323728753634858.

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碩士<br>國立中山大學<br>企業管理學系研究所<br>100<br>By applying “Case Study” as a research method, this essay is to explore the risk types derived from “The Standardized Contract for Online Game” for the game operator to analyze the level of risks, as well as to know the implementing way for dealing with the risk. By interpreting these processes which may caused the impact on stakeholders, the study eventually makes a conclusion and suggestions for reducing the risk and settling the disputes.   The research result in the study has shown that the customers are protected effectively along with the implementati
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19

LU, CHI-TSE, and 呂其澤. "Using Online Simulation Game in Learning - A Case of 8-Cross Business Model & Decision Simulation Game." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/4zdgwq.

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碩士<br>國立暨南國際大學<br>資訊管理學系<br>105<br>With the development of technology and the Internet, many e-learning materials can be found on the web, therefore, it is important to attract users to use it. Digital game-based learning is becoming more and more popular, because it can produce a sense of achievement by an entertaining, challenging, competitive and cooperative of the game, enhancing the motivation of learning, and improving learning effectiveness. System design of business simulation games is complex, therefore, there’s few similar business simulation games in Taiwan. This study used an onlin
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20

Hsieh, Meng-Sung, and 謝孟松. "Applications of Business Valuation and Operating Strategies:A Case Study of the Online-Game Industry." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/70156984370348840349.

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碩士<br>國立中興大學<br>高階經理人碩士在職專班<br>98<br>Abstract This study employs a number of business valuation models to compare the values of two public companies listing on Taiwan Stock Exchange. The two case companies operate in the online game industry, of which one focuses mainly on the customer market, while the other exploits game software. I employ the discounted valuation approaches and comparable methods (price-to-earnings and market-to-book ratios) to value the case companies. The results show that both companies are seemingly overvalued. Besides, both the companies attempt to enter the gaming
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曾宥澈. "Research on the Influencing Profitability of the Business Model for the Innovative Online Game." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/6ax276.

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Hsu, Cheng-Ting, and 許丞廷. "The Business Strategy of a Taiwan PC Online Game Company: The Case Of Gamania." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/j28jt2.

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碩士<br>國立臺灣大學<br>商學研究所<br>107<br>Since Internet become more and more popular, every industry changes a lot. Internet brings up many new industries, and changes teenagers&apos;&apos; life and habits dramatically. In 2000s, PC online games blew up social media in Taiwan and become a social phenomenon. The industry grew up more than fast, and today it becomes a giant new industry. When PC online game just flourished in Taiwan, Taiwanese company, Gamania Digital Entertainment Co., Ltd. (Gamania), soon entered the market. Gamania survives the extreme competition, while most companies chose to leave
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LIANG, LAI HSIN, and 賴信良. "A study of system dynamic to simulate business models of online game companies in Taiwan." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/01645405871308112446.

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24

Lin, Zong-Hua, and 林宗樺. "The Transformation of Business Model for Online Game Companies: The Case of Listing in OTC." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/48447267425682901155.

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碩士<br>國立東華大學<br>企業管理學系<br>99<br>As the online game companies transformed business models because of environmental impact for better performance, enterprises have to accumulate ability and transformed business models for better development to adapt the environment change. This index indicates that the availability of supply chain value stream related to online game companies in the process of changing environmental. They should consider the necessary ability and their market positioning. This study tries to explore how online game industries developed their operation performance by accumulating
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Chew, Zhi-Liang, and 丘智良. "Best Practices for Marketing DLC in the Online Video Game Industry Using Customer Surveys as a Business Model." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/67804908392867429125.

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碩士<br>國立臺灣大學<br>企業管理碩士專班<br>101<br>“The global video game market is undergoing a tectonic shift with the emergence of mobile social games cannibalizing its console brethren. Several forces are catalyzing this process, including the world wide proliferation of smart phone devices at a pace dramatically exceeding console sales, China’s refusal to lift the ban of consoles, and evolving consumer purchasing habits towards cheaper, casual games. While correct in predicting the explosion of mobile social games, most gaming industry analysts largely dismiss the possibility that the two mediums can c
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Huang, Tzu-Chiang, and 黃自強. "A Study on Business Strategy of Online Game Company: A Case Study of Cayenne Entertainment Technology Co., Ltd." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/9483w3.

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碩士<br>大葉大學<br>管理學院碩士在職專班<br>101<br>The popularity of Internet access and electronic products changes our habits and customs. The broad-band network usage has grown up five times in 10 years since 2001. According to investigating, about 50% of Internet population have experience in on-line games. It brings up the huge output value and the investment of the on-line game industry is increasing accordingly. Therefore, The competition is becoming intenser. In this thesis, I take new entrants of the on-line game industry as a case study. It differs from those who focus on large companies with a long
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Ke, Xuqing. "Essays on ad-supported business model competition, cost asymmetry and forward trading." Thesis, 2011. http://hdl.handle.net/2152/ETD-UT-2011-05-3120.

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This dissertation explores several aspects of the theory in industrial organization. The first chapter builds a model with two cost asymmetric firms who not only have Cournot competition in the spot market but also have the opportunity to trade forward contracts. It is shown that with forward trading, low cost firm not always produces more than high cost firm. In an interior equilibrium, both total output and consumer welfare increase compared to the case without forward trading. When cost function is linear, forward trading is socially beneficial in that low cost firm has higher market share
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Bankova, Kamelia, and Pavlina Stancheva. "How Social Media Influencers Co-Create Brand Value in the Digital World? : Exploratory research investigating Gamers and Opinion Leaders as Social Media Influencers and the process of Brand Value Creation in the Digital World." Thesis, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-54576.

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29

Gendron-Saulnier, Catherine. "Essays in economics of information." Thèse, 2015. http://hdl.handle.net/1866/12378.

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Cette thèse est une collection de trois articles en économie de l'information. Le premier chapitre sert d'introduction et les Chapitres 2 à 4 constituent le coeur de l'ouvrage. Le Chapitre 2 porte sur l’acquisition d’information sur l’Internet par le biais d'avis de consommateurs. En particulier, je détermine si les avis laissés par les acheteurs peuvent tout de même transmettre de l’information à d’autres consommateurs, lorsqu’il est connu que les vendeurs peuvent publier de faux avis à propos de leurs produits. Afin de comprendre si cette manipulation des avis est problématique, je démontre
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