1、8200 英文单词 , 4.4 万英文字符, 中文 14000 字 文献出处: Macinnes I, Hu L. Business models and operational issues in the Chinese online game industryJ. Telematics & Informatics, 2007, 24(2):130-144. Business models and operational issues in the Chinese online game industry Ian MacInnes , Lili Hu Abstract The rapid g
2、rowth of Internet usage has enabled many new online communities to develop. A particularly interesting phenomenon that has arisen through Internet communities is the virtual world (VW) style of online game. This paper identies the challenges that developers of VWs will face in their eorts to nd viab
3、le business models. This is a single case study of China as an exploratory project to determine the issues surrounding business models for virtual world developers and users. The paper discusses the feedback eects between broadband adoption and online games as well as issues such as culture, history
4、, Waigua, private servers, virtual property trade, developer control, governance, and regulation. In spite of the protability of major Chinese VW operators, close observation of the Chinese case suggests that even the most successful VW operators are still in the early stages of their business model
5、 development. Keywords: Virtual world; China; Business model; Online game 1. Introduction As the Internet continues to grow worldwide, Internet-based channels have become increasingly important for communication. As a result, online communities of many forms and for various purposes have developed a
6、nd have enabled people to work, socialize and entertain themselves. Among the many types examples of online communities, a particularly interesting phenomenon is the virtual world (VW), a persistent synthetic environment where people communicate with each other using a virtual persona, often called an avatar. VWs are a type of online game that can have thousands of people involved and potentially interacting at the same time. The vast majority of popular online games in China are VWs. Ma