[文化、体育和娱乐业,信息传输、软件和信息技术服务业] [2019-05-24]
The exponential growth in the number of smart phones and mobile devices has directly created a vast base for the gamification market. This growth is also supported by the increasing recognition of gamification systems as a method to architecture human behavior, in order to induce innovation, productivity, or engagement. The use of gamification systems has also extended beyond its traditional scope of marketing, as now, they are extensively used in advance applications, like crowd sourcing.
[文化、体育和娱乐业] [2019-05-23]
[文化、体育和娱乐业,卫生和社会工作] [2019-05-22]
[文化、体育和娱乐业] [2019-05-22]
[文化、体育和娱乐业,批发和零售业] [2019-05-22]
[文化、体育和娱乐业] [2019-05-22]
[文化、体育和娱乐业] [2019-05-21]
[文化、体育和娱乐业] [2019-05-20]
[信息传输、软件和信息技术服务业,文化、体育和娱乐业] [2019-05-20]
[文化、体育和娱乐业] [2019-05-18]
中国电影产业链主要分为上游制片—中游发行—下游院线(影院)三大环节。行业的主要收入来自于下游影院放映电影产生的票房收入,因此上下游的结构和议价能力十分之一,而收入分成是决定产业链上下游话语权和发展空间的关键因素。