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Virtual Community and Online Game Players

研究成果: Chapter

1   連結會在新分頁中開啟 引文 斯高帕斯(Scopus)

摘要

Since the Internet and other IT technologies have become more popular than ever before, the amount of time people spend with computers and IT products, such as Internet and online games, has increased tremendously. The continuing boom of information and communication technology is causing the Internet to become a part of everyone’s life. People use the Internet not only as a tool for their jobs, but also to participate in virtual communities. Even if the rate of Internet uptake slows considerably (Weisenbacher, 2002), the trend still remains growing. There were 275.5 million people using the Internet in February 2000. That number had changed to 605.60 million in September 2002 (Nua Ltd., 2002). According to Horrigan’s study (2001), 84 percent of Internet users in America have participated in a virtual community. Moreover, apart from the number of people using Internet, the average time spent doing any activity online is increasing.

原文English
主出版物標題Encyclopedia of Networked and Virtual Organizations
發行者IGI Global
頁面1757-1763
頁數7
ISBN(電子)9781599048864
ISBN(列印)9781599048857
DOIs
出版狀態Published - 2008 1月 1

All Science Journal Classification (ASJC) codes

  • 一般經濟,計量經濟和金融
  • 一般商業,管理和會計
  • 一般工程

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