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© 2022. This work is published under http://webbut.unitbv.ro/bulletin/Series%20V/Series%20V.html (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.

Abstract

This paper aims to evaluate the socio-economic impact of video games on consumers, but also the implications they bring as a result of the interaction with this industry regarding the experience received in video games, but also the psychological effects that can be manifested in this industry. The aim of the research is to gather information regarding consumer motivation and consumer expectations, and to critically analyse the possibilities to manage the experience offered and satisfaction received with video game consumption, taking into account side effects that may appear before, during or after consumption.

Details

Title
CONSUMER BEHAVIOUR ANALYSIS IN THE VIDEO GAMES MARKET
Author
Bulboacă, S 1 ; Brătucu, G 1 

 Transilvania University of Braşov 
Pages
9-18
Publication year
2022
Publication date
2022
Publisher
Transilvania University of Brasov
ISSN
20652194
Source type
Scholarly Journal
Language of publication
English
ProQuest document ID
2758122379
Copyright
© 2022. This work is published under http://webbut.unitbv.ro/bulletin/Series%20V/Series%20V.html (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.