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Consumer Behaviors That Influence Purchases of Replicate Entertainment Products

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Release : 2016-07-14
Genre : Science
Kind : eBook
Book Rating : 638/5 ( reviews)

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Book Synopsis Consumer Behaviors That Influence Purchases of Replicate Entertainment Products by : Dr. Chris Akaeze

Download or read book Consumer Behaviors That Influence Purchases of Replicate Entertainment Products written by Dr. Chris Akaeze. This book was released on 2016-07-14. Available in PDF, EPUB and Kindle. Book excerpt: Product replication is a growing problem for the entertainment industry and its affiliates in the US. Replication of products costs US movie studios approximately $6 billion annually. Guided by the theory of planned behaviors, we explored some consumer behaviors that influence complaisance toward purchasing replicate entertainment products in New York City. Data were collected through closed-ended qualitative questionnaires from fifty participants who have purchased replicate entertainment products for up to two years. The three themes that emerged in final report related to personal influence, cultural influence, and social influence toward entertainment consumers purchases of replicate products. The findings may facilitate strategies for managers to curb replication and mitigate harmful effects to sales and revenue of entertainment products. Data from this study may contribute to the prosperity of entertainment managers, their employees, and local communities. The beneficiaries of this research include entertainment managers, practitioners, academics, and policy makers.

Consumer Behaviors That Influence Purchases of Replicate Entertainment Products

Download Consumer Behaviors That Influence Purchases of Replicate Entertainment Products PDF Online Free

Author :
Release : 2016-07-14
Genre : Science
Kind : eBook
Book Rating : 647/5 ( reviews)

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Book Synopsis Consumer Behaviors That Influence Purchases of Replicate Entertainment Products by : Chris

Download or read book Consumer Behaviors That Influence Purchases of Replicate Entertainment Products written by Chris. This book was released on 2016-07-14. Available in PDF, EPUB and Kindle. Book excerpt: Product replication is a growing problem for the entertainment industry and its affiliates in the US. Replication of products costs US movie studios approximately $6 billion annually. Guided by the theory of planned behaviors, we explored some consumer behaviors that influence complaisance toward purchasing replicate entertainment products in New York City. Data were collected through closed-ended qualitative questionnaires from fifty participants who have purchased replicate entertainment products for up to two years. The three themes that emerged in final report related to personal influence, cultural influence, and social influence toward entertainment consumers' purchases of replicate products. The findings may facilitate strategies for managers to curb replication and mitigate harmful effects to sales and revenue of entertainment products. Data from this study may contribute to the prosperity of entertainment managers, their employees, and local communities. The beneficiaries of this research include entertainment managers, practitioners, academics, and policy makers.

What Does Shopping Time Mean

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Author :
Release : 2020-07-10
Genre :
Kind : eBook
Book Rating : /5 ( reviews)

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Book Synopsis What Does Shopping Time Mean by : Johnny Ch Lok

Download or read book What Does Shopping Time Mean written by Johnny Ch Lok. This book was released on 2020-07-10. Available in PDF, EPUB and Kindle. Book excerpt: Time press how influences video playing game consumer purchase behaviorI shall explain that why it has relationship between the video game student consumer individual learning time and the working people individual working time both can influence video game playing consumer individual video game choice behavior. I shall assume that the different kinds of video game content difficult or easy win competition and entertainment spending on playing time factor will have more influence how the student or working person individual choice of what kind of video game purchase. Otherwisem evey video game price and brand and video game entertainment design content will have less inflience to every video game consumer individual purchase choice.Why do the every video game's learning playing time and the playing time is spent to satisfy the feeling of winning game both factors will be the main factors to influence the feeling busy learning student or feeling rest working personal target video game playing consumer individual kind of which video game software purchase choice? Why do feeling busy learning students or feeling rest working people will be prefer to choose to buy the kinds of need spending little time to learn to play to achieve the easy winning of the video game content aim in short time?Nowadays, the different brands of video game products have different prices, various entertainment design contents and the easy or difficult win content feeling to be promoted to sell to satisfy the students or working people video game players' entertainment needs. However, time pressure will be one important factor to influence students of working peoples' video games choices. I shall explain that the time pressure factor how will influence the feeling busy learning or feeling rest working video game players or video game content software consumers to choose to buy the kinds of video games softwares which can let them to feel to spend little playing and learning time and they can feel easy to win the the video game competition in short time preference in this electronic enterainment video game industry.Nowadays, video game target customers, they are young students and adult working people in common. When, the student does not need to go to school and he/she stays at home, he /she will like to play video game after he/she finishs to learn just a moment usually or the adult working person finishs jobs on the day, after he/she ate dinner, he/she will also like to play video game at home. So, video game can be one kind of entertainment product to let they feel enjoy to play when they re staying at homes. Video game can be one kind of entetainment culture or entertainment behavior at home to them in popular. A player's ability to perform within a game entertainment is important, and players tend to knowledgeable about their achievements and failures within any game world. So, when one student hopes toget pass grade in school examination. He will choose to spend little time to attempt to win the video game content competition in short time because it can let him to feel that may increase his confidence to pass the grade in the school examination later in possible when he ensures that he had won the video game content competition. He believes that he can be trained to raise whose judgement and mind and analysis abilitiy in his playing visdo game proceed. Instead of playing video game can increase student learning confidence, it can also increase the working people's confidence, when the working person hopes to be promoted or increased salary later from his supervisor's appreciation. He will attempt to spend little time to win the kind of video game content competition in short time. He will have more condifent to achieve to raise his working performance to let his supervisor appreciation if he can learn how to win the kind of video game competition in short time.

How Behavioral Time Method Explains And Predicts

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Author :
Release : 2019-05-19
Genre :
Kind : eBook
Book Rating : 518/5 ( reviews)

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Book Synopsis How Behavioral Time Method Explains And Predicts by : Johnny Ch Lok

Download or read book How Behavioral Time Method Explains And Predicts written by Johnny Ch Lok. This book was released on 2019-05-19. Available in PDF, EPUB and Kindle. Book excerpt: Discuss the relationship between mobile advertisingand other elements of the promotion in campaignplanning.Mobile advertisement defines as the use of the mobile medium, it is as a communications and entertainment channel between a brand and an end user. In basic terms, it is the process of planning and execution conception, pricing, promotion and distribution of products and services through the mobile channel. Advertising is a form of communication intended to convince an audience ( viewers, readers or listeners) to purchase or take some action upon products, information or services etc. The relationship between independent variables elements and mobile advertising which are environmental response and emotional response with behavioral aspect of consumer buying behavior with mobile advertising. It is time that people purchase those brands with which who are emotionally attached elements. Almost every one grows up in the world which is flooded with the mass media, e.g. television, films, videos, magazines, movies advertising and internet channel is either mobile advertising or computer advertising. Advertising is a subset of promotion mix which is one of the 4'p in the marketing mix, i.e. product, price, place and promotion. As a promotional strategy, advertising serve as a major tool in creating product awareness in the mind of a potential consumer to take eventual purchase decision. Advertising, sales promotion and public relations are mass communication tools available to marketers. Telecommunication technology, such as mobile advertising enables business and industry to grow at a faster pace when contributing to the economic development and at the same time telecommunication infrastructure can be reliable. Cellular phone industry has been one of the profitable businesses in Asian. The country's growing population and huge demand potential have always been an attraction for many high-technological multinational companies. Societies used symbols and pictorial signs to attract their produce users. There elements were used for promotion of products. A company can't make dream to be a well known brand until which invests in their promotional activities for which consumer market have been dominating through advertisements. As the primary mission of advertiser is to reach prospective customers and influence their awareness, attitudes and buying behavior.The major aim of advertising is to impact on buying behavior, however this impact about brand is changes or strengthened frequently in peoples' memories. Memories about the brand consist of their associations that are related to brand name in consumer mind. These brand cognition influence consideration, evaluation and finally purchases. The promotion in campaign planning to mobile advertising focuses on young people because who choose advertising information and characters as whose role models, who may not only identify with them but also intend to copy them in terms of how who dress and what who are going to buy

Digital and Social Media Marketing

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Author :
Release : 2019-11-11
Genre : Business & Economics
Kind : eBook
Book Rating : 745/5 ( reviews)

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Book Synopsis Digital and Social Media Marketing by : Nripendra P. Rana

Download or read book Digital and Social Media Marketing written by Nripendra P. Rana. This book was released on 2019-11-11. Available in PDF, EPUB and Kindle. Book excerpt: This book examines issues and implications of digital and social media marketing for emerging markets. These markets necessitate substantial adaptations of developed theories and approaches employed in the Western world. The book investigates problems specific to emerging markets, while identifying new theoretical constructs and practical applications of digital marketing. It addresses topics such as electronic word of mouth (eWOM), demographic differences in digital marketing, mobile marketing, search engine advertising, among others. A radical increase in both temporal and geographical reach is empowering consumers to exert influence on brands, products, and services. Information and Communication Technologies (ICTs) and digital media are having a significant impact on the way people communicate and fulfil their socio-economic, emotional and material needs. These technologies are also being harnessed by businesses for various purposes including distribution and selling of goods, retailing of consumer services, customer relationship management, and influencing consumer behaviour by employing digital marketing practices. This book considers this, as it examines the practice and research related to digital and social media marketing.

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