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Virtual Marketing Mix
(Englisch)
Marketing applied for Virtual Goods in Free2Play Games
Frank Gwosdz & Thomas Dobbelstein

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Virtual Marketing Mix

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  • OmniScriptum GmbH & Co. KG
    Bahnhofstr. 28
    DE-66111 Saarbrücken
    +49 681 9100698
    info@akademikerverlag.de
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  • 158059791

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Autor/Autorin: Gwosdz Frank

Frank Gwosdz holds a Diploma degree in computer science and an MBA. He is an entrepreneur and founded a couple of software companies.Prof. Dr. Thomas Dobbelstein runs the market research institute Customer Research 42. He is Prof at Baden-Württemberg Cooperative State University in Ravensburg.
The primary research question is how marketing is done for virtual goods in F2P games and how marketing influences consumers' past purchase decision and future purchase intention. In particular it is argued if a traditional model like the marketing mix (4Ps) is suitable and rather effective for shaping the games' vendors offerings for the players. For this purpose this research studies both, the producers' perspective regarding the development studios' perspective of marketing of virtual goods and the consumers' perspective regarding the players' perception of the applied marketing mix for virtual goods. Therefore two kinds of empirical approaches were chosen: (1) Explorative, qualitative interview with eleven German F2P games' professionals to get producers' perspective, and (2) a quantitative cross-sectional online survey collecting data about demographic data, F2P preferences, and perception of marketing mix components drawing a convenience sample by over 400 consumers of virtual goods.
The primary research question is how marketing is done for virtual goods in F2P games and how marketing influences consumers' past purchase decision and future purchase intention. In particular it is argued if a traditional model like the marketing mix (4Ps) is suitable and rather effective for shaping the games' vendors offerings for the players. For this purpose this research studies both, the producers' perspective regarding the development studios' perspective of marketing of virtual goods and the consumers' perspective regarding the players' perception of the applied marketing mix for virtual goods. Therefore two kinds of empirical approaches were chosen: (1) Explorative, qualitative interview with eleven German F2P games' professionals to get producers' perspective, and (2) a quantitative cross-sectional online survey collecting data about demographic data, F2P preferences, and perception of marketing mix components drawing a convenience sample by over 400 consumers of virtual goods.


Über den Autor

Frank Gwosdz holds a Diploma degree in computer science and an MBA. He is an entrepreneur and founded a couple of software companies.Prof. Dr. Thomas Dobbelstein runs the market research institute Customer Research 42. He is Prof at Baden-Württemberg Cooperative State University in Ravensburg.


Klappentext

The primary research question is how marketing is done for virtual goods in F2P games and how marketing influences consumers' past purchase decision and future purchase intention. In particular it is argued if a traditional model like the marketing mix (4Ps) is suitable and rather effective for shaping the games' vendors offerings for the players. For this purpose this research studies both, the producers' perspective regarding the development studios' perspective of marketing of virtual goods and the consumers' perspective regarding the players' perception of the applied marketing mix for virtual goods. Therefore two kinds of empirical approaches were chosen: (1) Explorative, qualitative interview with eleven German F2P games' professionals to get producers' perspective, and (2) a quantitative cross-sectional online survey collecting data about demographic data, F2P preferences, and perception of marketing mix components drawing a convenience sample by over 400 consumers of virtual goods.



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