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The Study of Customer Perceived Value on the Customer Repeated Behavior of Web Games
Author: ZhangYueQun
Tutor: JiaJianZhong
School: South China University of Technology
Course: Business management
Keywords: Web games customer perceived value attitude intention customer repeated behavior
CLC: F49;F224
Type: Master's thesis
Year: 2011
Downloads: 159
Quote: 0
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Abstract
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Web games constantly land China mobile internet since the past two years, the questions such as why QQ farm can bring more than billions gross profit for Tencent in just three months become more and more be attention. Since the 1990s, academia and practice of community launched a series of studies about the way to obtain a competitive advantage, but with the increasing of the functional value, customer perceived value has become the focus on areas of common concern for a marketing scholars and business managers, be considered as a new source of competitive advantage and business continuity new engine of growth and the starting point for new product operation. But it is a new perspective to the study of customer perceived value on the customer repeated behavior of web games, it plays a role in the marketing strategy and product design improvement of web games.On the basis of the literature-based, the study discusses dimensions and factors of customer perceived value from multiple perspectives. Firstly, the study summaries the four dimensions for customer perceived value on the customer repeated behavior of web games: social value, functional value, emotional value and the value of benefits lost, and creates model of customer perceived value of web games. Then through the research on the customer repeated behavior, it establishes relationship model among customer perceived value, attitude, intention and customer repeated behavior.The study gets extract data through the questionnaire survey, analyzes data through the SPSS16.0 and AMOS7.0, It is designed to test the relationship between variables. Through empirical research of questionnaire survey,it uses a variety of research methods to prove whether the four dimensions of social value, functional value, emotional value and the value of benefits lost acts positive effect on the customer repeated behavior of web games, and which dimension acts more significant on the customer repeated behavior of web games. Through the analysis of the results and individual differences among games customers ,we can know when the customers is going in customer repeated behavior of web games, which dimension can act more significant on the customer repeated behavior of web games. The study can have great reference value on effectively marketing about web games and point the direction for its follow-up development.
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