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社交网络与手机电游戏:为何这两者为最佳的组合?--手机游戏在社交功能上的重要性,以及其在管理社交使用者上的影响

摘要第4-5页
Abstract第5页
Acknowledgements第6-16页
1. INTRODUCTION第16-21页
    1.1. Presentation of the subject第16-18页
    1.2. Presentation of the plan第18-21页
        1.2.1. The Literature Review第18-19页
        1.2.3. The Survey第19-21页
2. LITTERATURE REVIEW第21-74页
    2.1. PART 1 : MOBILE GAME INDUSTRY第22-34页
        2.1.1. INDUSTRY VIDEO GAMES – OVERVIEW第22-34页
            2.1.1.1. The different kind of support for the video games第22-23页
            2.1.1.2. A wider market第23-25页
            2.1.1.3. A closer look to the mobile game industry第25-32页
            2.1.1.4. Future trends of video game and mobile game第32-34页
    2.2. PART 2 : SOCIAL NETWORKS第34-46页
        2.2.1. SOME DATA ON THE SOCIAL NETWORKS第34-36页
            2.2.1.1. Main types of SNS第35页
            2.2.1.2. SNS : the trends of 2013第35-36页
        2.2.2. THE MAIN IMPORTANT SOCIAL NETWORKS NOWADAYS第36-41页
            2.2.2.1. Facebook第36-37页
            2.2.2.2. Twitter第37-38页
            2.2.2.3. Google+第38-39页
            2.2.2.4. Youtube第39-41页
        2.2.3. THE NEW GENERATION OF SNS第41-44页
            2.2.3.1. Instagram第41-42页
            2.2.3.2. Vines第42-43页
            2.2.3.3. Snapchat第43页
            2.2.3.4. Line / kakao talk第43-44页
        2.2.4. The main trends of 2014第44-45页
            2.2.4.1 Th slow dis pp r nc of th m in SNS第44页
            2.2.4.2. New kind of SNS for the new generation of users第44页
            2.2.4.3. The most effective SNS have videos inside第44-45页
            2.2.4.4. The notion of social discovery第45页
        2.2.5. Conclusion第45-46页
    2.3. PART 3 : COMMUNITY MANAGEMENT第46-61页
        2.3.1. The advantages of SNS for the companies第46-48页
            2.3.1.1. Create customer loyalty among potential users and fans第46-47页
            2.3.1.2. Develop the cooperation第47页
            2.3.1.3. Generate turnover第47-48页
            2.3.1.4. Improve their visibility第48页
        2.3.2. The Community Manager第48-50页
        2.3.3. Brand community第50-54页
            2.3.3.1. Definition第50页
            2.3.3.2. Structure of the community第50-51页
            2.3.3.3. Management of the brand community第51-54页
        2.3.4. The tools of the Community Manager第54-55页
            2.3.4.1. Social Share第54页
            2.3.4.2. Bringr第54页
            2.3.4.3. Twitonomy第54-55页
            2.3.4.4. HootSuite第55页
            2.3.4.5. EngageScience第55页
            2.3.4.6. Google Alert第55页
            2.3.4.7. SocialShaker第55页
        2.3.5 L E-Reputation第55-57页
            2.3.5.1. Prevent Bad Buzzs第56页
            2.3.5.2. Be present on the SNS & listen and exchange information with the Brand Community第56页
            2.3.5.3. Create a system of fast reply第56-57页
            2.3.5.4. Create content with added-value第57页
            2.3.5.5. Maintain a good relationship with the Ambassadors第57页
        2.3.6 Deal with the Bad Buz第57-61页
            2.3.6.1. The behaviors to avoid第57-58页
            2.3.6.2. The behavior to follow第58-59页
            2.3.6.3. The after “bad buzz”第59-60页
            2.3.6.4. The Future of the community management第60-61页
    2.4. PART 4 : SOCIAL FEATURE IN MOBILE GAME第61-74页
        2.4.1. SOCIAL ASPECT OF THE VIDEO GAMES第61-62页
        2.4.2. Cloud saving第62页
        2.4.3. Social Design review in games第62-68页
            2.4.3.1. Create a social menu第62页
            2.4.3.2. Friend Add/Invite System第62-64页
            2.4.3.3. Social Cooperation第64页
            2.4.3.4. Social Competition第64-67页
            2.4.3.5. Social Identity / Expression第67页
            2.4.3.6. Community第67-68页
        2.4.4. MOTIVATE USERS FOR INVITING FRIENDS第68-71页
            2.4.4.1. Intuitive design第69页
            2.4.4.2. Show the social aspect of the game as soon as possible第69页
            2.4.4.3. Make the social aspect easy to access and to use第69页
            2.4.4.4. Reward the user who invites friends第69-70页
            2.4.4.5. Reward the user who participate into social competition第70页
            2.4.4.6. Create exchange between the users第70页
            2.4.4.7. Notify the user第70页
            2.4.4.8. Facilitate the creation and management of the community within the game第70-71页
            2.4.4.9. Use of the game center within the game第71页
        2.4.5. FACEBOOK IN MOBILE GAME第71-74页
            2.4.5.1. The reasons of using Facebook in a mobile game第71页
            2.4.5.2. The tool that can be used through Facebook to promote the social aspect of the game.74第71-72页
            2.4.5.3. The reasons of choosing google+第72-74页
3. SURVEY ANALYSIS第74-99页
    3.1. Part 1 : Analysis of the hypotheses第75-78页
        3.1.1. PROCESS OF THE ANALYSIS第75页
        3.1.2. DESCRIPTION OF THE SURVEY第75-76页
            3.1.2.1. A simple survey第75页
            3.1.2.2. The use of multiple choice answers第75-76页
            3.1.2.3. A short survey第76页
            3.1.2.4. A rewarding survey第76页
        3.1.3. DESCRIPTION OF THE SAMPLE第76-77页
        3.1.4. THE ANALYSIS OF THE ANSWERS第77页
            3.1.4.1. Comparison with percentages第77页
            3.1.4.2. Verification of the hypothesis第77页
        3.1.5. LIST OF THE HYPOTHESES第77-78页
    3.2. Analysis of the hypotheses第78-87页
        3.2.1. HYPOTHESIS 1第78-79页
        3.2.2. HYPOTHESIS 1.A第79-80页
        3.2.3. HYPOTHESIS 1.B第80页
        3.2.4. HYPOTHESIS 2第80-81页
        3.2.5. HYPOTHESIS 3第81-82页
        3.2.6. HYPOTHESIS 4第82页
        3.2.7. HYPOTHESIS 5第82-83页
        3.2.8. HYPOTHESIS 6第83-86页
        3.2.9. Summary of the hypotheses第86-87页
    3.3. CONCLUSION OF THE ANALYSIS OF THE HYPOTHESES第87-88页
    3.4. Global analysis and comparison第88-97页
        3.4.1. QUESTION 1第88-89页
        3.4.2. QUESTION 2第89页
        3.4.3. QUESTION 3第89-90页
        3.4.4. QUESTION 4第90-91页
        3.4.5. QUESTION 5第91页
        3.4.6. QUESTION 6第91页
        3.4.7. QUESTION 7第91-92页
        3.4.8. QUESTION 8第92页
        3.4.9. QUESTION 9第92-93页
        3.4.10. QUESTION 10第93页
        3.4.11. QUESTION 11第93-94页
        3.4.12. QUESTION 12第94页
        3.4.13. QUESTION 13第94-95页
        3.4.14. QUESTION 14第95页
        3.4.15. QUESTION 15第95-96页
        3.4.16. QUESTION 16第96-97页
        3.4.17. QUESTION 17第97页
    3.5. General conclusion of the survey第97-99页
        3.5.1. Be more committed in the game第97页
        3.5.2. Promote the game spontaneously第97-98页
        3.5.3. Improve retention第98-99页
4. CONCLUSION第99-102页
APPENDIX第102-103页
REFERENCE第103-111页
附件第111-117页

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