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What influences users' avatars to purchase virtual items?
무엇이 사용자의 아바타가 가상제품을 구매하는 데 영향을 미치는가?

DC Field Value Language
dc.contributor.advisor안중호-
dc.contributor.author천은영-
dc.date.accessioned2019-07-10T03:04:54Z-
dc.date.available2019-07-10T03:04:54Z-
dc.date.issued2011-02-
dc.identifier.other000000028791-
dc.identifier.urihttps://hdl.handle.net/10371/158391-
dc.identifier.urihttp://dcollection.snu.ac.kr:80/jsp/common/DcLoOrgPer.jsp?sItemId=000000028791ko_KR
dc.description학위논문 (박사)-- 서울대학교 대학원 : 경영학과, 2011.2. 안중호.-
dc.format.extentviii, 79 p.-
dc.language.isoeng-
dc.publisher서울대학교 대학원-
dc.subject가상세계-
dc.subject소비자 행동-
dc.subject가상제품구매-
dc.subject세컨 라이프 (Second Life)-
dc.subjectvirtual worlds-
dc.subjectconsumer behavior-
dc.subjectpurchasing virtual items-
dc.subjectSecond Life-
dc.titleWhat influences users' avatars to purchase virtual items?-
dc.title.alternative무엇이 사용자의 아바타가 가상제품을 구매하는 데 영향을 미치는가?-
dc.typeThesis-
dc.typeDissertation-
dc.description.degreeDoctor-
dc.contributor.affiliation경영학과-
dc.date.awarded2011-02-
Appears in Collections:
College of Business Administration/Business School (경영대학/대학원)Dept. of Business Administration (경영학과)Theses (Ph.D. / Sc.D._경영학과)
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