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2023 | International Service Management in the Context of Sustainable Development | 246--263
Tytuł artykułu

Gamers' Experience with Subscription Services as a Determinant of the Game Brand Success: Netnographic Study

Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
The expansion of online communities has progressively facilitated the connection and exchange of consumer experiences regarding various products and services. Consumers increasingly exchange thoughts regarding games, treating them not merely as products, but as immersive services that continually adapt to their preferences. Such communities cater to consumers who have diverse interests in multiple brands, enabling consumers to establish connections and exchange their experiences with products and services (Wright, 2016). It is particularly visible on the video game market. Modern video game players represent a specific type of an e-consumer - a gamer (Teng, 2018). Davnall (2021) suggests even looking at gamers as performers who, similar to actors, play their role not only in the game itself but also in the production of media and following games, demonstrating much greater involvement than the typical consumer. Gamers form entire communities, centered around specific games, platforms, or services. The rise of internet and technological advancements changed the way consumers of services behave, as much as they changed the video game industry. Games interested and excited people for generations, as they evolved from a very simple physical form created in ancient times to digital games of the 21st century. Video games became available to the public after first home console offering a choice of simple games came out(fragment of text)
Słowa kluczowe
Twórcy
  • University of Economics in Katowice, Poland
Bibliografia
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Typ dokumentu
Bibliografia
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Identyfikator YADDA
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