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 |