Analýza spotřebitelského chování hráčů online her
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Vysoká škola báňská - Technická univerzita Ostrava
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Abstract
Nowadays with the fast Internet connection with speed tens of Megabits per seconds, many things moves to the internet.
Since purchases goods, through communication with friends, sharing experiences, or read through world events. Moving PC games on the internet was the next step of game developers. Nowadays almost every PC game has an online element. Some just shareing achievements with friends, some games you're playing with friends, you see each other and together can cooperate or compete each other.
This work solves the consumer behavior of the players of online games. On this topic there are not many studies that have dealt with the topic, so it may be difficult for the developers companies to find out whom they target their marketing campaigns and how.
This problem was solved by questioning, data was processed in MS Excel. Using contingency tables were performed grading 2nd grade and data were analyzed. It was found how different is consumer behavior in men and women, students and non-students, or for people with higher or lover incomes.
It was found that 58% of respondents buys online games on the Internet, and classic boxed version are retiring with less than 25%. Further the most popular shopping model is Free to Play, followed by illegal downloads, so the respondents did not want to pay for games much. Of course, the students play more than non-students and people with higher incomes are more willing to pay for the game amount exceeding 1.500, - (19.35% vs 4%). Finally, regarding the platform, PC dominates with 95% followed by mobile phones and tablets with almost 43%.
Based on the data, it is possible to conclude that the most interesting group for game developers, are students with higher income 10.000, - CZK, especially men. Further, the most-used platform for online gaming is PC, therefore, deserve priority before the console versions. In many cases, however, this is not the case.
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Import 02/11/2016
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Online Games, Customers behavior, Consumer behavior, Paying pattern, Gamers preferences