OVERVIEW OF THE PRESENTATION Introduction Consumer Decision Making Process Identification of needs and wants leading to purchase decision Examination of internal and external sources of information Evaluating alternatives Analyzing available purchase methods Analyzing post-purchase behavior Conclusion References
INTRODUCTION Video game Spore- PC/Mac is a popular video game. There are four categories of video games that have received significant attention, mobile and online games, console and PC. Primary consumer motivation is time flexibility of users that is spent on playing video game. Concepts and theories related to consumer behavior is explored, to identify the need that led to purchasing the video game against all other video games available in the market.
CONSUMER DECISION MAKING PROCESS Need Awarene ss Informat ion Search Evaluati ng Alternati ves Purchas e Decision Post Purchas e
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NEEDS AND WANTS IMPACTING PURCHASE DECISION Time Flexibility: The availability of time to play the video game and the time required to progress through the various steps of the game, positively influenced my purchase decision (Bassiouni, and Hackley, 2016). Positive arousal impacting intention to play: The attributes of the game and past experience of playing the game impacted purchase decision. Challenges & competition impacting the intention to play: This game has very interesting challenges and competition which influences the intention to make purchase decision related to this product. Diversion impacting intention to play: It allows fun, entertainment, pleasure and gratification. It allows controlling a character and feeling of enjoying the situation. Fun associated with the video game: Crafting imaginary roles and possibility of making dream come true is appealing (Bontchev, 2016). Fantasy associated with this video game: Social interaction is an important motivation for players with value sharing experience.
EVALUATING INTERNAL AND EXTERNAL SOURCES OF INFORMATION Internal Information Influence: Perception: Good feedback and high positive rating of the game in Amazon Memory: Good experience playing the game at friend’s place (Sheu, Chu, and Wang, 2017). Learning: Good playing platform allowing for social interaction Motives: Exciting and fun while playing the game (Jose Planells, 2017) Personality: Matching my playful and imaginative personality Emotions & Attitudes: Suits my age and dynamic as well as playful attitude External Information Influence: Culture & Subculture: Most people my age from my cultural and subcultural background loves to play this game, which influenced my attitude (Ozuem, Borrelli, and Lancaster, 2017). Demographic: Students aged 14 years till 25 years mostly males likes playing this game Social Status: Middle income class mostly can provide this game to their children as upper class mostly prefers mobile games and Xbox. Reference Groups: Most of my university friends plays this game (Borowiecki, and Prieto-Rodriguez, 2015). Family: My sister also prefers playing this video game and many of my cousins too.
EVALUATING INTERNAL AND EXTERNAL SOURCES OF INFORMATION
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EVALUATING ALTERNATIVES Spore is a life simulation real-time based strategy God game. It can be supported in Microsoft Windows and Mac OS X. Alternative video games are; Sid Meier’s Civilisation VI: It is a turn based strategy 4X video game. XCOM 2: It is a turn-based tactics video game. Anno 1800: This is a city-building real-time strategy video game. Wargroove: It is a turn-based video game.
ANALYZING AVAILABLE PURCHASE METHODS Retail store purchase Purchasing over online stores, such as Amazon Neighboring video game stores
ANALYZING POST-PURCHASE BEHAVIOR Engagement with the video game for longer time period Fun and enjoyment from the game Excitement from playing the video game
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CONCLUSION Evaluating various video games, it can be seen that the video game is highly attractive in nature. It offers real fun time patience with capability to extend ones capability into virtual reality based existence. The consumer decision making process helped understanding the needs that lead to the purchase. There are several influencing factors which led to undertaking decision related to this video game over other alternatives.
REFERENCES Bassiouni, D.H. and Hackley, C., 2016. Video games and young children’s evolving sense of identity: a qualitative study.Young Consumers. Borowiecki, K.J. and Prieto-Rodriguez, J., 2015. Video games playing: A substitute for cultural consumptions?.Journal of Cultural Economics,39(3), pp.239-258. Bontchev, B., 2016. Adaptation in affective video games: A literature review.Cybernetics and Information Technologies,16(3), pp.3-34. Jose Planells, A., 2017. Video games and the crowdfunding ideology: From the gamer- buyer to the prosumer-investor.Journal of consumer culture,17(3), pp.620-638. Ozuem, W., Borrelli, M. and Lancaster, G., 2017. Leveraging the co-evolution of offline and online video games: An empirical study.Journal of Strategic Marketing,25(1), pp.75- 97. Sheu, J.J., Chu, K.T. and Wang, S.M., 2017. The associate impact of individual internal experiencesandreferencegroupsonbuyingbehavior:Acasestudyofanimations, comics, and games consumers.Telematics and informatics,34(4), pp.314-325.
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