Virtual goods selling in online video games

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Bibliographic Details
Main Author: Colabruni Francesco
Other Authors: Kegye Krisztina
Format: Thesis
Kulcsszavak:buying habits
consumer behaviour
counter strike
Esports
League of Legends
video games
virtual goods
World of Warcraft
Online Access:http://dolgozattar.uni-bge.hu/43114
Description
Abstract:In my thesis, I will research the habits of people buying virtual goods in video games, because nowadays it has become a really big market and the trend seems to not stop and the growth is going on. Going down on this subject we will study a problem that i have encountered, which is the more people play and spend on a certain video game as the time goes on, the less they are willing to ’invest’ in it. This means that a certain user will generate revenue continuously for a period of time, but after a certain point they will start to buy less often and obviously as time comes they either completely stop investing money into the game or they will just become really casual buyers.