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10.5593/sgemsocial2017/15/S05.111

SPECIFICS OF CONSUMER BEHAVIOUR IN THE ENTERTAINMENT GAME INDUSTRY

R. Bacik, M. Mudrik, M. Lascsakova
Thursday 28 September 2017 by Libadmin2017

References: 4th International Multidisciplinary Scientific Conference on Social Sciences and Arts SGEM 2017, www.sgemsocial.org, SGEM2017 Conference Proceedings, ISBN 978-619-7408-17-1 / ISSN 2367-5659, 24 - 30 August, 2017, Book 1, Vol 5, 887-894 pp, DOI: 10.5593/sgemsocial2017/15/S05.111

ABSTRACT

The following article gives a picture of the history and current state of the entertainment gaming industry, which is rapidly developing and changing in these few years. Compares features of gaming devices and consoles, methods of distribution of its products to consumers and describes the modern selling models such as microtransactions. The article deals about current sales and marketing models used in this industry. It also focuses on the big problem in the gaming industry which is piracy. In the analytical part it is focuses on the relationship between the amount that respondents spend on gaming and their attitude towards piracy. There was investigated whether, in our research sample influences the attitude toward piracy buying behaviour of respondents and their spending on gaming software. There was ANOVA analysis used to verified the hypothesis through a single factor. The results of the single factor ANOVA may indicate potential weak purchasing power, or popularity Free to Play titles among respondents who do not pirate gaming software. These findings may be beneficial for the gaming industry and people which are interested about this sector.

Keywords: computer games, consoles, microtransactions, piracy