Virtual Marketing Mix | Marketing applied for Virtual Goods in Free2Play Games. Este artículo no está disponible.
Idioma: inglés
Editorial: AV Akademikerverlag, 2017
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- Nuevo

Librería: preigu, Osnabrück, Alemaniapreigu
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Virtual Marketing Mix | Marketing applied for Virtual Goods in Free2Play Games | Frank Gwosdz (u. a.) | Taschenbuch | 132 S. | Englisch | 2017 | AV Akademikerverlag | EAN 9783639884425 | Verantwortliche Person für die EU: preigu GmbH & Co. KG, Lengericher Landstr. 19, 49078 Osnabrück, mail[at]preigu[dot]de | Anbieter: preigu.
N° de ref. del artículo 103846928
- Título
- Virtual Marketing Mix | Marketing applied for Virtual Goods in Free2Play Games
- Autor
- Frank Gwosdz (u. a.)
- Editorial
- AV Akademikerverlag
- Año de publicación
- 2017
- Estado
- Neu
- Encuadernación
- Taschenbuch
- Idioma
- inglés
- ISBN 10
- 3639884426
- ISBN 13
- 9783639884425
- Peso del artículo
- 215 gramos
- Dimensiones
- 220 x 150 x 9 mm
- Catálogos de vendedores
- Bücher
The primary research question is how marketing is done for virtual goods in F2P games and how marketing influences consumers' past purchase decision and future purchase intention. In particular it is argued if a traditional model like the marketing mix (4Ps) is suitable and rather effective for shaping the games' vendors offerings for the players. For this purpose this research studies both, the producers' perspective regarding the development studios' perspective of marketing of virtual goods and the consumers' perspective regarding the players' perception of the applied marketing mix for virtual goods. Therefore two kinds of empirical approaches were chosen: (1) Explorative, qualitative interview with eleven German F2P games' professionals to get producers' perspective, and (2) a quantitative cross-sectional online survey collecting data about demographic data, F2P preferences, and perception of marketing mix components drawing a convenience sample by over 400 consumers of virtual goods.
“Sinopsis” puede pertenecer a otra edición de este título.
Reseña del editor
The primary research question is how marketing is done for virtual goods in F2P games and how marketing influences consumers' past purchase decision and future purchase intention. In particular it is argued if a traditional model like the marketing mix (4Ps) is suitable and rather effective for shaping the games' vendors offerings for the players. For this purpose this research studies both, the producers' perspective regarding the development studios' perspective of marketing of virtual goods and the consumers' perspective regarding the players' perception of the applied marketing mix for virtual goods. Therefore two kinds of empirical approaches were chosen: (1) Explorative, qualitative interview with eleven German F2P games' professionals to get producers' perspective, and (2) a quantitative cross-sectional online survey collecting data about demographic data, F2P preferences, and perception of marketing mix components drawing a convenience sample by over 400 consumers of virtual goods.
“Acerca de” puede pertenecer a otra edición de este título.