A Comparison of Target Customers in Asian Online Game Markets: Marketing Applications of a Two-Level SOM.
Sang-Chul LeeJae-Young MoonYung Ho SuhPublished in: ICANN (2) (2006)
Keyphrases
- online game
- customer relationship management
- customer behavior
- marketing strategies
- online gaming
- self organizing maps
- potential customers
- customer support
- purchasing behavior
- customer service
- data mining
- financial services
- direct marketing
- computer games
- virtual communities
- electronic commerce
- hong kong
- multi player
- website
- customer satisfaction
- call center
- statistically significant
- social media
- learning process
- consumer behavior
- customer data
- business activities
- e learning