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传播学视域下手机游戏虚拟产品消费的影响因素研究——以王者荣耀为例 被引量:2

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摘要 如今,手机游戏作为一种媒介已经成为人们生活中休闲放松的重要渠道,2017年手机游戏市场规模已达1489.2亿元,手机游戏消费现象值得人们关注。本研究采用质性研究方法以现象级手机游戏王者荣耀为例,对手机游戏受众的游戏消费影响因素进行探讨。对5名王者荣耀玩家的深度访谈显示,多种因素共同影响着手机游戏的消费行为,包括动机需求,其中又包含竞争需求、娱乐情感需求、夸耀需求、社交需求;游戏产品属性;社交属性;人口统计学因素。本次研究有助于我们从微观层面更好地理解手机游戏消费背后的复杂、深刻原因,本研究具有一定的社会意义及实践指导意义。
作者 张菁阳
出处 《新闻研究导刊》 2019年第8期42-43,共2页 Journal of News Research
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