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HUMAN GEOGRAPHY  2009, Vol. 24 Issue (1): 90-92    DOI: 10.13959/j.issn.1003-2398.2009.01.025
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RESEARCH ON THE EXPLOITATION MODEL OF INTERNET-GAME TRAVEL
ZHANG Shu-lin, YANG Pei-ling
Department of Geography Science, Chongqing Normal University, Chongqing 400047, China

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Abstract  In the era of cyber economy, time and space have been compressed, and people can make long-distant and non-handshaking communications in the cyber space which is constituted by the commercial, personal and governmental websites. With the weakening of geographic location, traditional geography is facing the challenge to be combined with cyber economy. Taking the launch of "Tianlong travel", one kind of travel based on internet game, as an opportunity, this article discussed the possibility to view internet-game travel as a combinative field of geography and cyber economy, and as an innovation point of traditional travel business. "Tianlong travel", the first internet-game travel according to one cyber game named "Tian long ba bu", was launched in the first half year of 2007 by Auyou and Sohu websites. Combined with the cultural concepts and national elements of a fiction with the same name of "Tian long ba bu", this travel developed several travel lines and some byproducts related to the fiction, such as "Tian long Travel to South Dynasty (Nanchao)", "Tian Long Travel to the Western Region (Xiyu)", and so no. By this way, the cyber games in virtual environment are combined with travels in real world. All travelers, game lovers and fiction fans can have a tour along the routes developed by above-mentioned websites and learn the culture, customs and geographic features well of the places they are visiting on the nets through the internet games The paper believed that this is the good way to combine the traditional geography with cyber economy, showing that a digital product can represent geographic locations via the combination of real regions and virtual environments in certain conditions. Meanwhile, as one kind of new travel form, internet-game travel is an innovation of travel business, specifically speeding up the development of travel business, updating the travel products and helping travel products break through all restraints of natural sources. However, cyber game is a special resource produced in cyber-economy age, existed in virtual space and differed from traditional concept of number-cultural resources, which cannot be exploited in traditional ways. So, this paper, in the light of system engineering, analyzes the characters of cyber game and internet-game travel, so as to develop a new exploitation model——Spiral Model and explain its four stages as projects making, projects analyzing, projects executive and results evaluating.
Key wordscyber economy      geography      internet game      internet-game travel      Spiral Model     
Received: 07 January 2008     
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http://rwdl.xisu.edu.cn/EN/10.13959/j.issn.1003-2398.2009.01.025      OR     http://rwdl.xisu.edu.cn/EN/Y2009/V24/I1/90
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