Cocuhen Wu
Datos Biográficos
| ID | 9623458 |
|---|---|
| NOMBRE | Cocuhen Wu |
| NOMBRES | Cocuhen |
| APELLIDO | Wu |
| FIRMA | WU C |
| AFILIACIONES | National Taiwan University of Science and Technology |
| ORCID | 0000-0002-7615-524X |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 2 |
| TOTAL DE CITAS | 0 |
| TOTAL COMO AUTOR | 2 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2024 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2025 |
| ÍNDICE H | 0 |
How multiplayer online games can yield positive effects on individual gamers, gaming companies, and society as a whole
Besides being a robust platform for communication and interaction among gamers, multiplayer online gaming could foster a win–win–win scenario for gamers, gaming companies, and the global society. This study developed a comprehensive model that meticulously delineates players’ behaviors and cognitive patterns within multiplayer online gaming settings. This model also incorporates social interactions in gaming and in gaming communities, self-effica…
How can game companies with cause-related marketing effectively guide players to engage in prosocial behaviors while simultaneously enhancing brand loyalty
Sin obras prominentes en esta página.
How can game companies with cause-related marketing effectively guide players to engage in prosocial behaviors while simultaneously enhancing brand loyalty
How multiplayer online games can yield positive effects on individual gamers, gaming companies, and society as a whole
Besides being a robust platform for communication and interaction among gamers, multiplayer online gaming could foster a win–win–win scenario for gamers, gaming companies, and the global society. This study developed a comprehensive model that meticulously delineates players’ behaviors and cognitive patterns within multiplayer online gaming settings. This model also incorporates social interactions in gaming and in gaming communities, self-effica…
Advertising (2 obras) · Business (2 obras) · Computer Science (2 obras) · Digital Marketing and Social Media (2 obras) · Psychology (2 obras) · Communication (1 obras) · Death Anxiety and Social Exclusion (1 obras) · Digital Games and Media (1 obras) · Impact of Technology on Adolescents (1 obras) · Loyalty (1 obras)