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Research The Online Game Young Consumer Groups Behaviors Of Central China

Posted on:2011-03-12Degree:MasterType:Thesis
Country:ChinaCandidate:H WenFull Text:PDF
GTID:2189360308969611Subject:Communication
Abstract/Summary:PDF Full Text Request
In the Eleventh Five-year Press and Publishing Industry Plan, online game publishing industry was clearly stated the key industry which state encourages and supports. Online game consumer groups focus on youth groups and according to statistics, young consumers occupy over 90% of the total users. Those young consumers not only affect themselves and also the online gamesIn this paper, the samples are young consumers from Central China district Wuhan, Changsha and Nanchang. In use of relevant theories of consumer behavior, based on the consumer behavior characteristics, it analyzes the status of the online young consumer behavior, and then reveals the online game young consumer behavior problems and proposed solutions to these problems.Most young consumers contact online game generally in 1-3 years, but some spending excessively long hours a day and consumption frequency; the amount of consumption for young consumers at different levels; the online game young consumers like to connect with friends in the net, and collect information about online games from friends; most of the online game young consumers tend to select internet cafes for online games, and they have a certain choice limitations and deformity. Online game young consumers because of the online games factors and their own personalities, knowledge influences, they have different consumer status and situations. The article analyses the existing problems of the online game consumer behaviors and have a certain view for the solutions. Online games young consumers consumption too frequently, not only frequency but long; they exist the irrational choice; they and online games operators have a crisis of confidence between them because lack of interaction, so the consumer needs are not met. Therefore, the state must be improved to perfect legislation and strengthen supervision; then the online game operators shall establish social responsibility; the most important is the online games young consumers to upgrade their literacy, culture education, media literacy education and healthy consumer behaviors. Only the state and society, online games operators and young customers tripartite efforts joint in order to best solute the online young consumer behavior problems.
Keywords/Search Tags:Online Game, Young Consumer, Consumer, Behavior
PDF Full Text Request
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