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dc.contributor.authorWIDOWATI, RETNO
dc.date.accessioned2019-10-09T01:06:10Z
dc.date.available2019-10-09T01:06:10Z
dc.date.issued2012
dc.identifier.issn17418216, 14778394
dc.identifier.urihttp://repository.umy.ac.id/handle/123456789/29483
dc.description.abstractAbstractl With the increasiDg poplllarity of broadband networks, the online game market is beconing mote maturc. One ofthe most popular online ganes, ivorld of Warcraft, has more than t€n million global memb€rs, making it the largest massive multiplayer online role playing game IMMORPC) Many resiarchers have widely explored online comnlunities' However, online enteftainmeDt colnmunity has seldom bee addrcssed; especially iD the investigation of online communities marketing facto,s and coDsurner behavi6ur. An issue ol pafticr ar irlterest h this study is in detennining whether there arc some relatiouships in online game c,onsumer model betwee'll marketing factors anal behaviour, and if there are relalionships' iDen_US
dc.publisherInderscience Publishersen_US
dc.subjectonline gamingen_US
dc.subjectbrand awarenessen_US
dc.subjectcustomer valueen_US
dc.titleRELATIONSHIPS BETWEEN BRAND AWARENESS AND ONLINE WORD-OF-MOUTH: AN EXAMPLE OF ONLINE GAMING COMMUNITYen_US
dc.typeOtheren_US


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