The purpose of this paper is to explore consumer behavior of online game and its influencing factors by the methods of literature review and questionnaire analysis. The results show that the monthly consumption of online games by respondents exceeds RMB150, and its daily game time is about 3 hours. And the cognitions on the advantages, disadvantages, quality advantages, and quality disadvantages of online game and individual variables of player are all significant influencing factors on consumer behavior of online game. This paper suggests that the government should actively help domestic online games to develop their derivatives and export, and companies should make the differentiated marketing strategies for the consumer groups which divi...
Computer games already become one of the socially and popular entertainment in the human society, wh...
This study has a purpose to investigate the adoption of online games technologies among adolescents...
As the world moves into the web 2.0 era, everyone can connect virtually, and online game playing has...
The purpose of this paper is to explore consumer behavior of online game and its influencing factors...
The purpose of this research is to find out the factors that affect online players. This study's var...
Purpose: This research aims to identify the factors influencing students’ continuance intention and ...
Game industry is one of the profitable industries nowadays and a lot of individuals and companies a...
The online game market has been growing rapidly and has received an increasing amount of attention i...
The game industry has been continuously growing in the late years. In 2020, the release of Genshin I...
With keen competition in the online game industry, game developers and publishers are finding new wa...
Online games have gradually become a form of entertainment and a pastime for many people. In recent ...
The purpose of this research paper is to explore the factors that influence Saudi users to adopt and...
Text in Chinese, with English abstractWith the popularization of broadband network in Taiwan, playin...
The development of online games is so high that leads many companies to compose games. To increase c...
Currently, there are a lot different online games. From the perspective of the players – games were ...
Computer games already become one of the socially and popular entertainment in the human society, wh...
This study has a purpose to investigate the adoption of online games technologies among adolescents...
As the world moves into the web 2.0 era, everyone can connect virtually, and online game playing has...
The purpose of this paper is to explore consumer behavior of online game and its influencing factors...
The purpose of this research is to find out the factors that affect online players. This study's var...
Purpose: This research aims to identify the factors influencing students’ continuance intention and ...
Game industry is one of the profitable industries nowadays and a lot of individuals and companies a...
The online game market has been growing rapidly and has received an increasing amount of attention i...
The game industry has been continuously growing in the late years. In 2020, the release of Genshin I...
With keen competition in the online game industry, game developers and publishers are finding new wa...
Online games have gradually become a form of entertainment and a pastime for many people. In recent ...
The purpose of this research paper is to explore the factors that influence Saudi users to adopt and...
Text in Chinese, with English abstractWith the popularization of broadband network in Taiwan, playin...
The development of online games is so high that leads many companies to compose games. To increase c...
Currently, there are a lot different online games. From the perspective of the players – games were ...
Computer games already become one of the socially and popular entertainment in the human society, wh...
This study has a purpose to investigate the adoption of online games technologies among adolescents...
As the world moves into the web 2.0 era, everyone can connect virtually, and online game playing has...