[1] 庹祖海. 中国在线游戏商业模式的发展和变革[J]. 华中师范大学学报(人文社会科学版), 2010,49(4):111-116
[2] Hung J. Economic Essentials of Online Publishing with Associated Trends and Patterns[J]. Publishing Research Quarterly, 2010,26(2):79-95
[3] 胡珍苗,程岩,崔华玉. 在线内容用户服务升级意愿研究:基于增值体验的心理惯性视角[J]. 管理评论, 2016,28(11):116-128.
[4] Boudreau K. J., Jeppesen L. B. Unpaid Crowd Complementors:The Platform Network Effect Mirage[J]. Social Science Electronic Publishing, 2015,36(12):1761-1777
[5] Hsiao K. L., Chen C. C. What Drives In-app Purchase Intention for Mobile Games? An Examination of Perceived Values and Loyalty[J]. Electronic Commerce Research & Applications, 2016,16(C):18-29
[6] Hamari J., Keronen L. Why Do People Play Games? AMetaAnalysis[J]. International Journal of Information Management, 2017,37(3):125-141
[7] 李先国,许华伟. 网络虚拟物品消费动机的测量[J]. 中国软科学, 2010,(4):135-145
[8] Marchand A., Hennig-Thurau T. Value Creation in the Video Game Industry:Industry Economics, Consumer Benefits, and Research Opportunities[J]. Journal of Interactive Marketing, 2013,27(3):141-157
[9] Hirschman E. C., Holbrook M. B. Hedonic Consumption:Emerging Concepts, Methods and Propositions[J]. Journal of Marketing, 1982,46(3):92-101
[10] Voss K. E., Spangenberg E. R., Grohmann B. Measuring the Hedonic and Utilitarian Dimensions of Consumer Attitude[J]. Journal of Marketing Research, 2003,40(3):310-320
[11] Zhou T. Understanding Continuance Usage of Mobile Sites[J]. International Journal of Mobile Communications, 2013,11(1):56-70
[12] Johnson D., Gardner J., Sweetser P. Motivations for Videogame Play:Predictors of Time Spent Playing[J]. Computers in Human Behavior, 2016,63(4):805-812
[13] Hsu C. L., Yu C. C., Wu C. C. Exploring the Continuance Intention of Social Networking Websites:An Empirical Research[J]. Information Systems and e-Business Management, 2014,12(2):139-163
[14] Ryan R. M., Rigby C. S., Przybylski A. The Motivational Pull of Video Games:A Self-Determination Theory Approach[J]. Motivation and Emotion, 2006,30(4):344-360
[15] Malone T. W. Toward A Theory of Intrinsically Motivating Instruction[J]. Cognitive Science, 1981,5(4):333-369
[16] Przybylski A. K., Rigby C. S., Ryan R. M. A Motivational Model of Video Game Engagement[J]. Review of General Psychology, 2010,14(2):154-166
[17] 汪涛,魏华,周宗奎. 在线游戏消费的影响因素[J]. 心理科学, 2015,(6):1482-1488
[18] 张国华,雷雳. 在线游戏体验的概念、测量及相关因素[J]. 心理与行为研究, 2016,14(3):411-419
[19] 罗小鹏,刘莉. 互联网企业发展过程中商业模式的演变——基于腾讯的案例研究[J]. 经济管理, 2012,(2):194-203
[20] 饶佳艺,徐大为,乔晗. 基于商业模式反馈系统的视频网站商业模式分析——Netflix与爱奇艺案例研究[J]. 管理评论, 2017,29(2):245-254
[21] 吴超,饶佳艺,乔晗. 基于社群经济的自媒体商业模式创新——"罗辑思维"案例[J]. 管理评论, 2017,29(4):255-263
[22] Wu C. C., Chen Y. J., Cho Y. J. Nested Network Effects in Online Free Games with Accessory Selling[J]. Journal of Interactive Marketing, 2013,27(3):158-171
[23] Anderson C. Free:How Today's Smartest Businesses Profit by Giving Something for Nothing[M]. New York:Hyperion Press, 2010
[24] Nojima M. Pricing Models and Motivations for MMO Play[C]. Proceedings of Digra, 2007
[25] Lehdonvirta V. Real-Money Trade of Virtual Assets:Ten Different User Perceptions[J]. SSRN Electronic Journal, 2005,32(3):1-3
[26] Hamari J., Hanner N., Koivisto J. Service Quality Explains Why People Use Freemium Services But Not If They Go Premium:An Empirical Study in Free-To-Play Games[J]. International Journal of Information Management, 2017,37(1):1449-1459
[27] 李仪凡,陆雄文. 虚拟社区成员参与动机的实证研究——以在线游戏为例[J]. 南开管理评论, 2007,10(5):55-60
[28] Poels K., Van d H. W., Ijsselsteijn W. Pleasure to Play, Arousal to Stay:The Effect of Player Emotions on Digital Game Preferences and Playing Time[J]. Cyberpsychology Behavior & Social Networking, 2012,15(1):1-2
[29] Yeh S. H. Exploring the Effects of Videogame Play on Creativity Performance and Emotional Responses[J]. Computers in Human Behavior, 2015,53(C):396-407
[30] Herrewijn L., Poels K. Putting Brands into Play:How Player Experiences Influence the Effectiveness of In-Game Advertising[J]. International Journal of Advertising, 2011,32(1):17-44
[31] Lin H., Sun C. T. Cash Trade Within the Magic Circle:Free-to-Play Game Challenges and Massively Multiplayer Online Game Player Responses[J]. Gruz'licaichorobyp?uc, 2007,37(7):593-599
[32] Featherstone M. Consumer Culture and Postmodernism[M]. New York:Sage Publications, 1991
[33] Bourdieu P., Nice R. Distinction:A Social Critique of the Judgement of Taste[M]. Boston:Harvard University Press, 2005
[34] Hamari J., Alha K., Järvelä S. Why do Players Buy In-Game Content? An Empirical Study on Concrete Purchase Motivations[J]. Computers in Human Behavior, 2017,68:538-546
[35] Lehdonvirta V. Virtual Item Sales as A Revenue Model:Identifying Attributes That Drive Purchase Decisions[J]. Electronic Commerce Research, 2009,9(1-2):97-113
[36] Lehdonvirta V., Wilska T. A., Johnson M. Virtual Consumerism:Case Habbo Hotel[J]. Social Science Electronic Publishing, 2010,12(7):1059-1079
[37] Hamari J., Lehdonvirta V. Game Design as Marketing:How Game Mechanics Create Demand for Virtual Goods[J]. International Journal of Business Science& Applied Management, 2010,5(1):2-7
[38] Marchand A. The Power of An Installed Base to Combat Lifecycle Decline:The Case of Video Games[J]. International Journal of Research in Marketing, 2016,33(1):140-154
[39] Burmester A. B., Becker J. U., Heerde H. J. V., et al. The Impact of Pre-and Post-Launch Publicity and Advertising on New Product Sales[J]. International Journal of Research in Marketing, 2015,32(4):408-417
[40] Athey S., Imbens G. The State of Applied Econometrics:Causality and Policy Evaluation[J]. Journal of Economic Perspectives, 2017,31(2):102-111 |