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What is Customers

Encyclopedia of E-Business Development and Management in the Global Economy
individuals who play online games.
Published in Chapter:
Avatar Theory
Ching-I Teng (Chang Gung University, Taiwan) and Shao-Kang Lo (Chinese Culture University, Taiwan)
DOI: 10.4018/978-1-61520-611-7.ch008
Abstract
Online games are a popular application in electronic commerce. The number of customers playing a single online game has reached as high as 9,000,000 (Blizzard Entertainment, 2008), indicating the relevance of online games to marketers. When playing online games, customers focus on avatars, which represent them in the game world (Vasalou & Joinson, 2009). Recent studies have addressed the role of avatars in online game play (i.e., Lo, 2008). However, few investigations have attempted to improve practitioner understanding of avatars, limiting the wider utilization of avatar design in improving customer satisfaction. This phenomenon is perhaps owing to the lack of avatar-related theories. Theoretical investigations are necessary to clarify how customers use avatars to satisfy their needs when playing online games. This chapter thus presents Avatar Theory to outline fundamental propositions related to avatars. Avatar Theory can provide a background theory for subsequent avatar studies related to online games, demonstrating the value and potential impact of Avatar Theory within the literature on electronic commerce. Since gamers can select, play, change, discard and play multiple avatars, this chapter develops the Avatar Theory in order to understand these avatar use behavior.
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Abstraction and Control of Transport Networks
Customers are users of virtual network services. They are provided with an abstract resource view of the network resource (known as “a slice”) to support their users and applications. In some cases, customers may have to support multiple virtual network services with different service objectives and QoS requirements to support multiple types of users and applications. Customers can be internal trusted parties with respect to the provider such as wholesale service department, etc. Customers can also be trusted external parties with respect to the provider.
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Technological Innovations in the Hospitality and Tourism Industry
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Sensor-Based Technology in the Hospitality Industry
An individual who purchases goods or services from a business or a shop.
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Share or Lose: A Radical Challenge for the Traditional Economy
Any bodies of demand side of a marketplace wanting goods and services.
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Role of Microfinance Banks in Provision of Credit for Poverty Reduction in Pakistan
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