Essays about: "Purchase motivation"
Showing result 21 - 25 of 47 essays containing the words Purchase motivation.
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21. Microtransactions and lotteries in video-games
University essay fromAbstract : Microtransactions are part of a business model used almost extensively in the video-gaming industry where developers offer virtual goods or features via micropayments. The concept is relatively new and still unknown to many but deeply rooted in modern video-game developers’ business strategies. READ MORE
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22. In-game transactions in Free-to-play games : Player motivation to purchase in-game content
University essay from Uppsala universitet/Institutionen för speldesignAbstract : Throughout the last two years the revenues from in-game transactions in video-games have increased due to its growing presence both in traditional retail games as well as digital due to the fact that more and more games have become free. This growing presence is the basis for answering the question of what motivates players to spend money on in-game purchases in freeto-play games. READ MORE
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23. The Impact of Augmented Reality on Product Purchase Intention in the Swedish Eyewear Industry
University essay from Högskolan i Jönköping/IHH, FöretagsekonomiAbstract : Background: During the recent years, the applications of Augmented Reality (AR) have increased due to advances in technology and improved accessibility of smart devices. The novel technological use of Augmented Reality is being introduced in the retail sector to create value both for retailers and customers. READ MORE
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24. Motivating Factors Influencing Consumers’ Brand Preferences for mobile phones: University of Gavle Students.
University essay from Högskolan i Gävle/Avdelningen för ekonomiAbstract : Title: Motivating factors influencing consumers’ Brand preferences for mobile phones: University of Gavle students Level: Final assignment for Master degree in Business Administration (MBA) Authors: Chinedu Ekemba and Emurla Emin Ali Supervisor: Professor Ehsanul Huda Chowdhury Examiner: Professor Maria Fregidou-Malama Date: 2017- June Aim: The aim of this study is to investigate the motivating factors that influence University Gavle students to prefer a particular Mobile phone brand. Method: A qualitative study is carried out based on primary data; the primary data was collected through semi-structured interview with twenty of University of Gavle Students by the use of face to face interview. READ MORE
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25. Gamification : The influence of gamification on the consumer purchase intention
University essay from Uppsala universitet/Företagsekonomiska institutionenAbstract : Gamification is the new strategy that is applied in different areas from healthcare to the education, it is gaining a lot of popularity. Gamification is applied also in the online retailing, for trying to influence the consumer behavior. In this research paper Steam is going to be taken as a case study, since the platform is gamified. READ MORE