电子游戏消费者概况

I. Tolić, Vanja Šimunec, D. Vuković
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摘要

电子游戏的开发道路充满了巨大的变化。技术的增长和加强以及技术领域创新的增长不可避免地导致了该行业的增长,如今该行业正在取得意想不到的、令人羡慕的成果。人类对娱乐和社交的基本需求促成了电子游戏的流行。今天,所有年龄和性别的人都在玩电子游戏,玩电子游戏最常见的原因是有趣、社交、学习和减轻压力,但电子游戏也提供了互动娱乐,不像书籍、电影或戏剧表演。社交网络上的众多社区见证了电子游戏的流行,专业玩家通过这些社区分享他们的经验、技巧和电子游戏评论,并且有统计数据支持这种流行和增长。电子游戏产业所提供的功能无需特别强调,因为结果,统计数据和热情的玩家已经说明了一切。本文研究的是玩电子游戏的消费者的人口统计和行为。目的是识别用户,视频游戏玩家的主要特征,并识别和确定影响用户的用户习惯和趋势。消费者是一种社会和文化存在。同时,他又是自己的个体,是家庭的一员,是社会上一个群体或某一阶级的一员,是某一民族、种族、宗教、民族等的代表。消费者是拥有金钱(资产)和意愿购买商品或服务的人。在本文中,我们将把上述消费者定义与电子游戏市场(游戏邦注:这是一个包含各种现代娱乐形式的行业)联系起来。研究表明,科技和新的娱乐方式无处不在,我们需要调整我们生活的时间。玩某种电子游戏已经成为任何一个正常的现代人的正常活动。
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Video game consumer profiles
The video game development path is full of drastic changes. The growth and strengthening of technology and the growth of innovation in the technology sector have inevitably led to the growth of this industry, which is nowadays achieving unexpected, enviable results. The basic human need for entertainment and socializing contributes to the popularity of video games. Today, video games are played by people of all ages and genders, and the most common reasons for playing video games are fun, socializing, learning, and reducing stress, but video games also provide interactive entertainment, unlike books, movies or theatre performances. The popularity of video games is witnessed by numerous communities on social networks through which professional gamers share their experiences, tips and video game reviews, and there are statistics that support this popularity and growth. The features offered by the video game industry do not need to be particularly emphasized because the results, statistics and enthusiastic players speak for themselves. This paper deals with the demographics and behaviour of consumers playing video games. The aim is to identify the main features of the user, video game players, and to identify and determine user habits and trends affecting the users. The consumer is a social and cultural being. At the same time, he is an individual for himself, a member of a family, a member of a group or a certain class or class in society, a representative of a particular nation, race, religion, nationality of a particular country, etc. The consumer is a person who has the money (assets) and a will to buy the goods or a service. In this paper, the above consumer definitions will be brought in correlation with the video game market, with an industry that encompasses various forms of modern entertainment. It is shown that technology and new modes of entertainment are present among all, and that we need to adjust the time we live in. Playing some kind of video games has become a normal activity of any normal, modern individual.
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