Economy And Marketing And Consumer Behavior And Organizational Behavior And Strategy Cases Research

Author: Hagendorf, Col
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Video game can be one kind of entertainment culture or entertainment behavior at home to them in popular. A player's ability to perform within a game entertainment is important, and players tend to knowledgeable about their achievements and failures within any game world. So, when one student hopes to get pass grade in school examination. He will choose to spend little time to attempt to win the video game content competition in short time because it can let him to feel that may increase his confidence to pass the grade in the school examination later in possible when he ensures that he had won the video game content competition. He believes that he can be trained to raise whose judgement and mind and analysis ability in his playing video game proceed. Instead of playing video game can increase student learning confidence, it can also increase the working people's confidence, when the working person hopes to be promoted or increased salary later from his supervisor's appreciation. He will attempt to spend little time to win the kind of video game content competition in short time. He will have more confident to achieve to raise his working performance to let his supervisor appreciation if he can learn how to win the kind of video game competition in short time.It seems that whether the player needs to spend how much time to learn how to win any kind of video content game competition, this " spending learning time of winning any video content game competition in time pressure playing environment feeling factor will influence the student or working person 's video game content purchase choice. If the video game design is more complex or difficult to let the player to feel to learn to win the game competition as well as it also needs them to spend more long time to learn to play and win the kind of video content game competition. Then, it has possible to influence the hard learning students or hard working people video game consumers, they do not choose to buy any kinds of need spending long learning and playing time to win the kinds of video content game competitive software products. So, it seems that the spend how much playing and learning time to win the video game content competition factor will bring time pressure to let the hard working people or hard learning student video game consumers choose to buy the video content game software products are easy to learn to play in preference because they expect to pass grade or appreciate easy, if they feel that they can learn how to win the video game content competition in short time as well as they do not spend much playing time to win the kind of video game content competition and they will reduce their learning time at homes.I shall explain why price won't be the main factor to influence video game players' purchase choices in preference. Some video game software sellers feel reduced sale price can attract many video game buyers' choice in preference. It is one wrong mind, due to video game software price is not too much high, it is one kind popular cheap entertainment software product. So, the kinds of similar entertainment content design video game products, their sale price difference between the kind of most expensive, the highest price video game software and the kind of the cheapest, the lowest price video game software won't be difference very much. Their price difference level may be US 410 to US$50 or even less than US$50 level. So, one video fame entertainment player won't feel that the kind of similar content design of video game software's higher price which will influence he chooses to buy another cheaper similar of kind video game content design software product to replace to the prior higher price one. Because their price difference are not too much or video game software entertainment product is not on kind of expensive product to let them to feel.

Publisher Name Independently Published
Author Name Hagendorf, Col
Format Audio
Bisac Subject Major BUS
Language NG
Isbn 13 9798588394635
Target Age Group min:NA, max:NA
Dimensions 01.00" H x 00.08" L x 00.00" W
Page Count 478

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