Consumer Behavior of Online Game Purchase - league of legends

碩士 === 淡江大學 === 國際企業學系碩士班 === 104 === With the internet is developing fast, On-line game has its an important place around the world now. According as Taiwan team won the championship of League of Legends in 2012, even more League of Legends has gained widespread popularity everywhere in Taiwan. The...

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Bibliographic Details
Main Authors: Yi-Hsuan Kuo, 郭伊瑄
Other Authors: 曾忠蕙
Format: Others
Language:zh-TW
Published: 2016
Online Access:http://ndltd.ncl.edu.tw/handle/27673392113005724663
Description
Summary:碩士 === 淡江大學 === 國際企業學系碩士班 === 104 === With the internet is developing fast, On-line game has its an important place around the world now. According as Taiwan team won the championship of League of Legends in 2012, even more League of Legends has gained widespread popularity everywhere in Taiwan. Therefore, it also brought a lot of commercial opportunity. Take League of Legends as a study. To investigate the prices of products of Online-game point cards, the Personal Qualities - Perceived Playfulness the Demographic Variables for the Perceived Quality and the influence of the Purchase Intention / Behavior. We have collected 1004 copies of valid surveys of the study of League of Legends. Beside, we use SPSS as a Statistical Analysis tool to examine the structure and hypothesis verification of the study of League of Legends. The found result of the study showed us the higher Personal Qualities - Perceived Playfulness, the more positive influence of the Purchase Intention/Behavior. Therefore, there are obviously positive influences between the different age and the Perceived Quality.