2010Theseus (Ammattikorkeakoulujen)Open access

Factors contributing to the buying decision of pc and video games : and their weight in the buying decision process

H. A. Lindgren

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Abstract

This thesis deals with video and PC game industry and player’s buying behavior. The subject is mirrored via marketing and other different factors that contribute to the buying process of PC and video games. \nThese factors are mainly gathered through Philip Kotler's and Michael Solomon's theories but also from my own personal experiences from games. \nThe factors are later on studied deeper through a questionnaire which had 233 participants. In the survey there were qualitative 0-5 questions asking about the weight of different factors contributing to the purchase decision of games. There were also free fill answers that asked about the buying process itself. \nFrom the questionnaire I got answers that are analyzed and processed later in the thesis. For example the importance of different genres came clear via these questions as well as that Kotler's and Solomon's buying decision processes are not straight adaptable to every industry.

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This thesis deals with video and PC game industry and player’s buying behavior. The subject is mirrored via marketing and other different factors that contribute to the buying process of PC and video games. \nThese factors are mainly gathered through Philip Kotler's and Michael Solomon's theories but also from my own personal experiences from games. \nThe factors are later on studied deeper through a questionnaire which had 233 participants. In the survey there were qualitative 0-5 questions asking about the weight of different factors contributing to the purchase decision of games. There were also free fill answers that asked about the buying process itself. \nFrom the questionnaire I got answers that are analyzed and processed later in the thesis. For example the importance of different genres came clear via these questions as well as that Kotler's and Solomon's buying decision processes are not straight adaptable to every industry.

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Available abstract

This thesis deals with video and PC game industry and player’s buying behavior. The subject is mirrored via marketing and other different factors that contribute to the buying process of PC and video games. \nThese factors are mainly gathered through Philip Kotler's and Michael Solomon's theories but also from my own personal experiences from games. \nThe factors are later on studied deeper through a questionnaire which had 233 participants. In the survey there were qualitative 0-5 questions asking about the weight of different factors contributing to the purchase decision of games. There were also free fill answers that asked about the buying process itself. \nFrom the questionnaire I got answers that are analyzed and processed later in the thesis. For example the importance of different genres came clear via these questions as well as that Kotler's and Solomon's buying decision processes are not straight adaptable to every industry.

Key concepts: Decision process, Decision-making, Process (computing), Advertising, Marketing, Computer science, Psychology, Business

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