2019
DOI: 10.3390/su11082274
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Evolution and Transformation of the Central Place Theory in E-Business: China’s C2C Online Game Marketing

Abstract: In contemporary studies in areas such as the field of classical theory, there has been an increasing emphasis on E-Business. In this study, we examine central place theory principles using China’s consumer-to-consumer online game marketing as a case of E-business. The results indicate that virtual goods in China’s C2C online game marketing are distributed in areas with high economic development and where residents have high purchasing power. Further, we found that the transmission capacity of virtual goods is … Show more

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Cited by 6 publications
(5 citation statements)
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“…Under the influence of new technologies and the development of the Internet, in the last several years, new business models focused on the use of sustainable strategies within their corporate social identity and marketing strategies have started to appear [13]. With the development of these technologies, the concept of sustainability has acquired links not only with the environment, but also with sustainable development, types of resources used by companies as well as the technologies and tools used by companies [14,15].…”
Section: Digital Business Modelsmentioning
confidence: 99%
See 1 more Smart Citation
“…Under the influence of new technologies and the development of the Internet, in the last several years, new business models focused on the use of sustainable strategies within their corporate social identity and marketing strategies have started to appear [13]. With the development of these technologies, the concept of sustainability has acquired links not only with the environment, but also with sustainable development, types of resources used by companies as well as the technologies and tools used by companies [14,15].…”
Section: Digital Business Modelsmentioning
confidence: 99%
“…Accordingly, as demonstrated by numerous studies, it is meaningful to investigate such user-generated content based on relevant indicators such as hashtags on Twitter [11]. The samples used in such analyses help identify key concerns of users in social networks; in addition, they also help establish whether e-sustainability or sustainable development of the strategies that companies promote has an impact on user loyalty toward a brand or influence user perceptions of sustainable elements used in the manufacture of a product or service [15].…”
Section: Social Media Analyticsmentioning
confidence: 99%
“…Many players without healing skills spent their time indicating safe areas in common chats, while others aimed to spread the disease as much as possible. There have been other cases in the world of similar videogames, linked to bugs that caused real epidemics, even if WoW is one of the most aesthetic in terms of number of players (Hui et al 2019;Li et al 2019a;Sinatra and Szell 2014;Wang et al 2020a). The most complex model developed to deal with a potential COVID-19 pandemic should therefore be SEIR.…”
Section: Resultsmentioning
confidence: 99%
“…The online game players obtain a better service experience by spending the virtual currency. For the game companies, such a concept results in virtual game coins being a valuable commodity [21] which is also one of the major incomes of the entire industry chain. The positive reputation created by a high-quality gaming experience is also an essential invisible asset.…”
Section: Section Summarymentioning
confidence: 99%