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    Perspectives Service failures and customer defection: a closer look at online shopping experiences Sohel Ahmad Introduction Although many companies have entered the world of e-commerce in the past few years‚ very few have been able to attain competitive advantage. In fact‚ a significant number of online companies have gone bankrupt ± a phenomenon often referred to in the popular press as the dotcom bust. Unrealistic expectations and use of the wrong business model have often been mentioned as

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    E-Commerce Snapdeal.com Snapdeal’s Journey from Deal-a-day Site to India’s Largest Online Marketplace E-commerce‚ in the popular sense‚ can be defined as: the use of the Internet and the Web to conduct business transactions. A more technical definition would be: e-commerce involves digitally enabled commercial transactions between and among organizations and individuals. Ecommerce differs from e-business in that no commercial transaction‚ an exchange of value across organizational or individual

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    An online game is a video game played over some form of computer network‚ using a personal computer or video game console. This network is usually the internet or equivalent technology‚ but games have always used whatever technology was current: modems before the Internet‚ and hard wired terminals before modems. The expansion of online gaming has reflected the overall expansion of computer networks from small local networks to the internet and the growth of internet access itself. Online games can

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    CHAPTER I Introduction This study is about the effect of Online Game (Lineage II) to Gamers in the Philippines. Lineage II is a massive multiplayer online role-playing game (MMORPG) for Microsoft Windows‚ the second game in the Lineage series. It is a prequel to Lineage‚ and is set 150 years before the earlier game. It has become very popular since its October 1‚ 2003 launch in South Korea‚ reporting 1‚000‚918 unique users during the month of March 2007. To date‚ the game has been played

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    De La Salle Araneta University College of Arts Sciences Education and Technology Electronics II: A Research Proposal of the Effects of Online Gaming Submitted By: Taha‚ Jackilyn A. Avanzado‚ Annabelle Submitted To: Eng’r. Aga Madelo Chapter 1- The title and its Background Introduction: Over the past two decades‚ electronic games have become ingrained in our culture. Children’s fixation with these games initially alarmed parents and educators‚ but educational researchers soon

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    Whether playing online games at cyber cafes do more good than harm “Hey! John! Let us go to the cyber café to have some fun‚” Lawrence shouted at John. John looked elated and over the moon upon hearing his fast friend’s invitation. He nodded his head and took the bunch of keys but out of the blue‚ he was stopped by his beloved mother accompanied by a stern face right in front of him. “Where are you going to and with who?” his mother asked strictly. “Erm……with friends and to the cyber café‚” he

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    computer shops simply to satisfy their hunger; and that hunger is Online Gaming. Online gaming has such a profound impact on not only the young‚ but dynamically every age group as well. So far‚ virtually anyone is able to go on a computer and punch through the keys and mouse in order to get a high score‚ chat with players‚ get the rarest items‚ and level up as fast as possible. Yes‚ there seems to be no restriction as to whom‚ how or what online gaming can extend to. As in any situation where new technology

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    Massively Multiplayer Online Role-Playing Games (MMORPGs) Emmanuel Mitchell Prof. Donald G. Moore‚ Jr.‚ PhD. CIS375: Human Computer Interaction December 16‚ 2014 Massively Multiplayer Online Role-Playing Games (MMORPGs) Massively Multiplayer Online Role-Playing Games are played all over the world. These role playing games allow hundreds of thousands of players to compete against each other via the internet in a virtual world. In these virtual worlds the players are also allowed to interact socially

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    View Report Details Global Online Jewelry Market–Focus on the U.S.‚ China and India: Opportunities and Trends (20132018) View Report Details Scope of the Report The report titled “Global Online Jewelry Market–Focus on the U.S.‚ China and India: Opportunities and Trends (2013-2018)” provides an in-depth analysis of the major jewelry markets like the U.S.‚ China and India. It also accesses the key opportunities and underlying trends in the market and outlines the factors that are and will

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    Online gaming can refer to any type of game that someone can play through the Internet or over a computer network. Most of the time‚ online gaming refers to video games played over the Internet‚ where multiple players are in different locations across the world. Players also can compete in massively multiplayer games‚ where dozens of players play an ongoing game in a virtual world. Often times‚ participants can communicate with other gamers through text chat sessions during online gaming or

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