000 01173 a2200361 4500
005 20250516154312.0
264 0 _c20140516
008 201405s 0 0 eng d
022 _a2152-2723
024 7 _a10.1089/cyber.2012.0182
_2doi
040 _aNLM
_beng
_cNLM
100 1 _aTeng, Ching-I
245 0 0 _aHow do challenges increase customer loyalty to online games?
_h[electronic resource]
260 _bCyberpsychology, behavior and social networking
_cDec 2013
300 _a884-91 p.
_bdigital
500 _aPublication Type: Journal Article; Research Support, Non-U.S. Gov't
650 0 4 _aAdolescent
650 0 4 _aAdult
650 0 4 _aChild
650 0 4 _aConsumer Behavior
650 0 4 _aHumans
650 0 4 _aInternet
650 0 4 _aMiddle Aged
650 0 4 _aModels, Theoretical
650 0 4 _aMotivation
650 0 4 _aPerception
650 0 4 _aRecreation
650 0 4 _aSurveys and Questionnaires
650 0 4 _aVideo Games
650 0 4 _aYoung Adult
773 0 _tCyberpsychology, behavior and social networking
_gvol. 16
_gno. 12
_gp. 884-91
856 4 0 _uhttps://doi.org/10.1089/cyber.2012.0182
_zAvailable from publisher's website
999 _c22837249
_d22837249