The Lead User Influence in Online Communities – A Gaming Community Example

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Publisher : GRIN Verlag
ISBN 13 : 3640508211
Total Pages : 84 pages
Book Rating : 4.6/5 (45 download)

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Book Synopsis The Lead User Influence in Online Communities – A Gaming Community Example by : Tobias Fritsch

Download or read book The Lead User Influence in Online Communities – A Gaming Community Example written by Tobias Fritsch and published by GRIN Verlag. This book was released on 2010-01-12 with total page 84 pages. Available in PDF, EPUB and Kindle. Book excerpt: Diploma Thesis from the year 2007 in the subject Business economics - General, grade: 1,3, Free University of Berlin, language: English, abstract: Due to the fast growing importance of the Internet one can observe a significant influence on all parts of the economy. The new Internet economy completely restructures given economic rules, not only because of the new opportunities, also because of the shifting power positions between customer and producer. One part of this new economy is the existence of online communities, these groups of users show a specific focus (mainly a common topic or interest) and with the increasing possibilities of communications, new social networks are created online. The online communities already have a large influence on the economic, because they offer various opportunities and many potential customers. This thesis focuses on a special aspect of online communities, the influence of lead users at the example of an online gaming community. Lead users often have needs that will be significant for the future market evolution, because the majority will also have them in the near future. At the example of the gaming market, lead users are often professional players with a serious game interest and a high motivation to further improve the games. Also the current status of other communities with a similar focus is evaluated. The approach in this thesis features a large scaled online questionnaire, which aims to identify the current needs of the players and pinpoints the significant influence of the lead users. Mainly with regard to the position of the lead users in the gaming market (they act as guides for casual players) this influence and the consequences for a potential online gaming community are evaluated. Furthermore each hypothesis is analyzed individually and discussed afterwards. The approach and the statistical evaluation are described in depth and discussed from a managerial perspective afterwards, in order to draw conclusions for the design of a potential online community with a gaming focus.

The Lead User Influence in Online Communities  a Gaming Community Example

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Author :
Publisher : GRIN Verlag
ISBN 13 : 3640508262
Total Pages : 85 pages
Book Rating : 4.6/5 (45 download)

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Book Synopsis The Lead User Influence in Online Communities  a Gaming Community Example by : Tobias Fritsch

Download or read book The Lead User Influence in Online Communities  a Gaming Community Example written by Tobias Fritsch and published by GRIN Verlag. This book was released on 2010 with total page 85 pages. Available in PDF, EPUB and Kindle. Book excerpt: Diploma Thesis from the year 2007 in the subject Business economics - General, grade: 1,3, Free University of Berlin, language: English, abstract: Due to the fast growing importance of the Internet one can observe a significant influence on all parts of the economy. The new Internet economy completely restructures given economic rules, not only because of the new opportunities, also because of the shifting power positions between customer and producer. One part of this new economy is the existence of online communities, these groups of users show a specific focus (mainly a common topic or interest) and with the increasing possibilities of communications, new social networks are created online. The online communities already have a large influence on the economic, because they offer various opportunities and many potential customers. This thesis focuses on a special aspect of online communities, the influence of lead users at the example of an online gaming community. Lead users often have needs that will be significant for the future market evolution, because the majority will also have them in the near future. At the example of the gaming market, lead users are often professional players with a serious game interest and a high motivation to further improve the games. Also the current status of other communities with a similar focus is evaluated. The approach in this thesis features a large scaled online questionnaire, which aims to identify the current needs of the players and pinpoints the significant influence of the lead users. Mainly with regard to the position of the lead users in the gaming market (they act as guides for casual players) this influence and the consequences for a potential online gaming community are evaluated. Furthermore each hypothesis is analyzed individually and discussed afterwards. The approach and the statistical evaluation are described in depth and discussed from a managerial perspective afterwards, in order to draw conclusions fo

Online Gaming and Playful Organization

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Publisher : Routledge
ISBN 13 : 1135040249
Total Pages : 249 pages
Book Rating : 4.1/5 (35 download)

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Book Synopsis Online Gaming and Playful Organization by : Harald Warmelink

Download or read book Online Gaming and Playful Organization written by Harald Warmelink and published by Routledge. This book was released on 2014-02-03 with total page 249 pages. Available in PDF, EPUB and Kindle. Book excerpt: Online Gaming and Playful Organization explores the cultural impact of gaming on organizations. While gaming is typically a form of entertainment, this book argues that gaming communities can function as a useful analogue for work organizations because both are comprised of diverse members who must communicate and collaborate to solve complex problems. By examining the impact of gaming beyond its own context, this book argues that one can apply numerous lessons from the virtual world of online games to the “real” world of businesses, schools, and other professional communities. Most notably, it articulates the concept of playful organizations, defined as organizations in which the ability to play has become so institutionalized that it is spontaneous, creative, and enjoyable. Based on original research, Online Gaming and Playful Organization establishes an interdisciplinary framework for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of online games and virtual worlds, and of the possible structural and cultural transformation of public and private organizations.

Identity and Leadership in Virtual Communities: Establishing Credibility and Influence

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Publisher : IGI Global
ISBN 13 : 1466651512
Total Pages : 321 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Identity and Leadership in Virtual Communities: Establishing Credibility and Influence by : Hickey, Dona J.

Download or read book Identity and Leadership in Virtual Communities: Establishing Credibility and Influence written by Hickey, Dona J. and published by IGI Global. This book was released on 2014-02-28 with total page 321 pages. Available in PDF, EPUB and Kindle. Book excerpt: The presence and ubiquity of the internet continues to transform the way in which we identify ourselves and others both online and offline. The development of virtual communities permits users to create an online identity to interact with and influence one another in ways that vary greatly from face-to-face interaction. Identity and Leadership in Virtual Communities: Establishing Credibility and Influence explores the notion of establishing an identity online, managing it like a brand, and using it with particular members of a community. Bringing together a range of voices exemplifying how participants in online communities influence one another, this book serves as an essential reference for academicians, researchers, students, and professionals, including bloggers, software designers, and entrepreneurs seeking to build and manage their engagement online.

Social Computing Theory and Practice: Interdisciplinary Approaches

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Publisher : IGI Global
ISBN 13 : 1616929057
Total Pages : 382 pages
Book Rating : 4.6/5 (169 download)

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Book Synopsis Social Computing Theory and Practice: Interdisciplinary Approaches by : Papadopoulou, Panagiota

Download or read book Social Computing Theory and Practice: Interdisciplinary Approaches written by Papadopoulou, Panagiota and published by IGI Global. This book was released on 2010-10-31 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book offers a holistic approach to social computing with respect to the underlying theory, technology and mechanisms, as well as the challenges, opportunities and impact of social computing to any application area"--Provided by publisher.

E-marketing

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Publisher : Routledge
ISBN 13 : 1315506513
Total Pages : 553 pages
Book Rating : 4.3/5 (155 download)

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Book Synopsis E-marketing by : Raymond D. Frost

Download or read book E-marketing written by Raymond D. Frost and published by Routledge. This book was released on 2016-06-03 with total page 553 pages. Available in PDF, EPUB and Kindle. Book excerpt: For courses in Internet Marketing or E-marketing This book teaches marketers how to engage and listen to buyers, and how to use what they learn to improve their offerings in today’s Internet- and social media-driven marketing environment. It brings traditional marketing coverage up-to-date with a thorough, incisive look at e-marketing planning and marketing mix tactics from a strategic and tactical perspective. The focus is on the Internet and other technologies that have had a profound effect on how marketing is approached today. Included is coverage of marketing planning; legal and global environments; e-marketing strategy; and marketing mix and customer relationship management strategy and implementation issues. A major revision, this seventh edition reflects the disruption to the marketing field brought about by social media. As such it covers many new topics that represent the changes in e-marketing practice in the past two years. Because of the ever-changing landscape of the Internet, the authors suggest reading this book, studying the material, and then going online to learn more about topics of interest. Features: Better understanding of new concepts in today’s electronic marketplace is accomplished as the book puts that new terminology into traditional marketing frameworks. Readers are encouraged to exercise critical thinking and attention to their own online behavior in order to better understanding the e-marketer’s perspective, strategies, and tactics–to think like a marketer. Although the focus is on e-marketing in the United States, readers also see a global perspective in the coverage of market developments in both emerging and developed nations. An entire chapter devoted to law and ethics, and contributed by a practicing attorney, updates readers on the latest changes in this critical area. Readers are guided in learning a number of e-marketing concepts with the help of some outstanding pedagogical features: -Marketing concept grounding helps readers make the connection between tradition and today. Material in each chapter is structured around a principle of marketing framework, followed by a look at how the internet has changed the structure or practice, providing an ideal bridge from previously learned material. -Learning objectives set the pace and the goals for the material in each chapter. -Best practices from real companies tell success stories, including new examples of firms doing it right. -Graphical frameworks serve as unique e-marketing visual models illustrating how each chapter fits among others. -Chapter summaries help readers review and refresh the material covered. -Key terms are identified in bold text within the chapter to alert readers to their importance. -Review and discussion questions are another device to be used for refreshing readers’ understanding of the material in the chapter. -Web activities at the end of each chapter help readers become further involved in the content. -This revision reflects the disruption to the marketing field based on social media. A major revision from the sixth edition, it includes many new topics, as dictated by changes in e-marketing practice in the past two years. -Three important Appendices include internet adoption statistics, a thorough glossary, and book references. NEW. Students get a broader look at social media as it is now integrated throughout the book, instead of confined to one chapter. NEW. A look a new business models continues and strengthens the approach of learning from real life examples. Added and described in detail are such models as social commerce (and Facebook commerce), mobile commerce and mobile marketing, social CRM, crowsourcing, and many important be less pervasive models such as crowfunding, freemium, and flash sales. NEW.Chapters 12, 13 and 14 were completely rewritten to reflect the move from traditional marketing communication tools to the way practitioners current describe IMC online: owned, paid and earned media. NEW. Readers see examples of many new and interesting technologies that are today providing marketing opportunities, both in the Web 2.0 and 3.0 sections. NEW. The chapter-opening vignettes continue to play an important role in illustrating key points. Two new vignettes and new discussion questions about each chapter opening vignette are included. NEW.Included are many new images in every chapter, plus updated “Let’s Get Technical” boxes. NEW.Other chapter-specific additions that further enhance understanding of the concepts include: -More social media performance metrics (Ch. 2) -“Big data” and social media content analysis (Ch. 6) -New consumer behavior theory and “online giving” as a new exchange activity (Ch. 7) -Social media for brand building (Ch. 9) -App pricing and web page pricing tactics (Ch. 10)

Integrated Digital Marketing in Practice

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Publisher : Cambridge University Press
ISBN 13 : 100920436X
Total Pages : 343 pages
Book Rating : 4.0/5 (92 download)

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Book Synopsis Integrated Digital Marketing in Practice by : Andrew Corcoran

Download or read book Integrated Digital Marketing in Practice written by Andrew Corcoran and published by Cambridge University Press. This book was released on 2023-04-30 with total page 343 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive guide to the transformative effect of digital technologies on all of the key practices of marketing, considering a broad range of organization types, sizes and markets, with a wide range of learning features and instructor resources.

Building Successful Online Communities

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Publisher : MIT Press
ISBN 13 : 0262528916
Total Pages : 323 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Building Successful Online Communities by : Robert E. Kraut

Download or read book Building Successful Online Communities written by Robert E. Kraut and published by MIT Press. This book was released on 2016-02-12 with total page 323 pages. Available in PDF, EPUB and Kindle. Book excerpt: How insights from the social sciences, including social psychology and economics, can improve the design of online communities. Online communities are among the most popular destinations on the Internet, but not all online communities are equally successful. For every flourishing Facebook, there is a moribund Friendster—not to mention the scores of smaller social networking sites that never attracted enough members to be viable. This book offers lessons from theory and empirical research in the social sciences that can help improve the design of online communities. The authors draw on the literature in psychology, economics, and other social sciences, as well as their own research, translating general findings into useful design claims. They explain, for example, how to encourage information contributions based on the theory of public goods, and how to build members' commitment based on theories of interpersonal bond formation. For each design claim, they offer supporting evidence from theory, experiments, or observational studies.

E-Commerce and V-Business

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Publisher : Routledge
ISBN 13 : 1136409009
Total Pages : 408 pages
Book Rating : 4.1/5 (364 download)

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Book Synopsis E-Commerce and V-Business by : Stuart Barnes

Download or read book E-Commerce and V-Business written by Stuart Barnes and published by Routledge. This book was released on 2007-08-15 with total page 408 pages. Available in PDF, EPUB and Kindle. Book excerpt: E-commerce and V-business examines the impact of the Internet and associated technologies on two related aspects of business: electronic commerce and virtual organization. Using a combination of recent theory and empirical evidence it demonstrates how forward thinking organizations are reaping considerable advantages from exciting new business models in these areas. Such models require radical rethinking of many aspects of traditional business. The book covers many of the critical and contemporary issues stemming from these important new developments. The collected papers in this book illustrate the wide variety of business opportunities afforded by e-commerce and virtual business. They describe and discuss the important issues that follow in the wake of an organization deciding to pursue consumers electronically and organize its operations virtually. It brings a good balance of theory and practical issues from different perspectives from different parts of the globe

Digital and Social Media Marketing

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Publisher : Springer Nature
ISBN 13 : 3030243745
Total Pages : 337 pages
Book Rating : 4.0/5 (32 download)

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Book Synopsis Digital and Social Media Marketing by : Nripendra P. Rana

Download or read book Digital and Social Media Marketing written by Nripendra P. Rana and published by Springer Nature. This book was released on 2019-11-11 with total page 337 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines issues and implications of digital and social media marketing for emerging markets. These markets necessitate substantial adaptations of developed theories and approaches employed in the Western world. The book investigates problems specific to emerging markets, while identifying new theoretical constructs and practical applications of digital marketing. It addresses topics such as electronic word of mouth (eWOM), demographic differences in digital marketing, mobile marketing, search engine advertising, among others. A radical increase in both temporal and geographical reach is empowering consumers to exert influence on brands, products, and services. Information and Communication Technologies (ICTs) and digital media are having a significant impact on the way people communicate and fulfil their socio-economic, emotional and material needs. These technologies are also being harnessed by businesses for various purposes including distribution and selling of goods, retailing of consumer services, customer relationship management, and influencing consumer behaviour by employing digital marketing practices. This book considers this, as it examines the practice and research related to digital and social media marketing.

Virtual Communities: Concepts, Methodologies, Tools and Applications

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Publisher : IGI Global
ISBN 13 : 1609601017
Total Pages : 2930 pages
Book Rating : 4.6/5 (96 download)

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Book Synopsis Virtual Communities: Concepts, Methodologies, Tools and Applications by : Management Association, Information Resources

Download or read book Virtual Communities: Concepts, Methodologies, Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2010-10-31 with total page 2930 pages. Available in PDF, EPUB and Kindle. Book excerpt: Covers the development, design, and utilization of virtual organizations and communities and the resulting impact of these venues.

Connected Gaming

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Publisher : MIT Press
ISBN 13 : 0262035375
Total Pages : 221 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Connected Gaming by : Yasmin B. Kafai

Download or read book Connected Gaming written by Yasmin B. Kafai and published by MIT Press. This book was released on 2016-12-23 with total page 221 pages. Available in PDF, EPUB and Kindle. Book excerpt: How making and sharing video games offer educational benefits for coding, collaboration, and creativity. Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming—coding, collaboration, and creativity—and the move from “computational thinking” toward “computational participation.” Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry's acceptance, and even promotion, of “modding” and the growth of a DIY culture. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Yet Kafai and Burke don't advocate abandoning instructionist for constructionist approaches. Rather, they argue for a more comprehensive, inclusive idea of connected gaming in which both making and gaming play a part.

Entertainment Computing

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Publisher : Springer
ISBN 13 : 0387356606
Total Pages : 538 pages
Book Rating : 4.3/5 (873 download)

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Book Synopsis Entertainment Computing by : Ryohei Nakatsu

Download or read book Entertainment Computing written by Ryohei Nakatsu and published by Springer. This book was released on 2013-04-17 with total page 538 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume is the Proceedings of the First International Workshop on Entertainment Computing (IWEC 2002). Entertainment has been taking very important parts in our life by refreshing us and activating our creativity. Recently by the advancement of computers and networks new types of entertainment have been emerging such as video games, entertainment robots, and network games. As these new games have a strong power to change our lives, it is good time for people who work in this area to discuss various aspects of entertainment and to promote entertainment related researches. Based on these considerations, we have organized a first workshop on entertainment computing. This workshop brings together researchers, developers, and practitioners working in the area of entertainment computing. It covers wide range of entertainment computing such as theoretical issues, hardware/software issues, systems, human interfaces, and applications. The particular areas covered by the workshop are: 1. Computers & Games Computer game algorithms, modeling of players, web technologies for networked games, human interface technologies for game applications. 2. Home/Arcade Games and Interactive Movies Video game computer technologies, motion capture technologies, real-time computer graphics technologies, interactive movie systems, story generation for games/movies, human factors of video games.

Technical, Social, and Legal Issues in Virtual Communities: Emerging Environments

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Publisher : IGI Global
ISBN 13 : 1466615540
Total Pages : 374 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Technical, Social, and Legal Issues in Virtual Communities: Emerging Environments by : Dasgupta, Subhasish

Download or read book Technical, Social, and Legal Issues in Virtual Communities: Emerging Environments written by Dasgupta, Subhasish and published by IGI Global. This book was released on 2012-05-31 with total page 374 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technical, Social and Legal Issues in Virtual Communities: Emerging Environments examines a variety of issues related to virtual communities and social networking, addressing issues related to team identification, leader-member issues, social networking for education, participation in social networks, and other issues directly related to this eclectic field of study. This publication provides comprehensive coverage and understanding of the social, cultural, organizational, human, and cognitive issues related to the virtual communities and social networking. Readers will find that this book encompasses an overall body of knowledge regarding participation of individuals, groups and organizations in virtual communities and networks, by providing an outlet for scholarly research in the area.

Cultural Commons

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Publisher : Edward Elgar Publishing
ISBN 13 : 1781000069
Total Pages : 273 pages
Book Rating : 4.7/5 (81 download)

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Book Synopsis Cultural Commons by : Enrico Eraldo Bertacchini

Download or read book Cultural Commons written by Enrico Eraldo Bertacchini and published by Edward Elgar Publishing. This book was released on 2012-01-01 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: 'The concept of the commons as a shared resource capable of yielding collective benefits to people is a well-established one in the social sciences, but its extension to jointly-owned cultural resources is relatively new. This pioneering book explores the idea of a cultural commons as it can be applied in a wide range of areas, including landscapes, art and design, gastronomy, heritage, the performing arts and the online world. Although the book's chapters are written mainly from the perspective of cultural economics, the scope of the volume is truly interdisciplinary. the book is more than just a comprehensive introduction to the topic. It is also a source of original ideas that will act as a stimulus to further research in the field.' – David Throsby, Macquarie University, Australia This compelling book offers a fresh and novel approach to study cultural and artistic expression from the perspective of 'the commons'. It demonstrates how identifying cultures as shared resources is useful in eliciting the main factors and social dilemmas affecting the production and evolution of cultural expression. Adopting the unifying perspective of 'the cultural commons', the chapters provide in-depth analysis of a wide range of cultural resources, including traditional cultural expression, heritage, gastronomy and cultural content in virtual worlds. Taking an interdisciplinary perspective and gathering contributions from economic, sociological and legal fields, this timely book proposes a new and complementary research agenda. Scholars and postgraduate students of cultural economics, cultural studies, and sociology of culture will find this authoritative and essential book invaluable.

Problematic Internet Technology Use: Assessment, Risk Factors, Comorbidity, Adverse Consequences and Intervention

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Author :
Publisher : Frontiers Media SA
ISBN 13 : 2889718689
Total Pages : 138 pages
Book Rating : 4.8/5 (897 download)

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Book Synopsis Problematic Internet Technology Use: Assessment, Risk Factors, Comorbidity, Adverse Consequences and Intervention by : Jon Elhai

Download or read book Problematic Internet Technology Use: Assessment, Risk Factors, Comorbidity, Adverse Consequences and Intervention written by Jon Elhai and published by Frontiers Media SA. This book was released on 2021-12-29 with total page 138 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Game Usability

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Publisher : CRC Press
ISBN 13 : 1000523489
Total Pages : 453 pages
Book Rating : 4.0/5 (5 download)

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Book Synopsis Game Usability by : Katherine Isbister

Download or read book Game Usability written by Katherine Isbister and published by CRC Press. This book was released on 2022-03-13 with total page 453 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include usability in already tight development timelines, and how to advocate for UX and communicate results to higher-ups effectively. The book begins with an introduction to UX strategy considerations for games, and to UX design, before moving on to cover core user research and usability techniques as well as how to fit UX practices into the business process. It provides considerations of player differences and offers strategies for inclusion as well as chapters that give platform and context specific advice. With a wealth of new interviews with industry leaders and contributions from the very best in game UX, the book also includes brand new chapters on: Accessibility Mobile Game Usability Data Science Virtual and Augmented Reality Esports This book will be vital reading for all professional game developers and game UX advocates, as well as those students aspiring to work in game development and game UX.