2015
DOI: 10.1007/978-3-319-20895-4_30
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Research on Virtual Item Purchase Intention in Taking Part in Mobile Device Games: Taking the Middle and Old Aged Players for Example

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Cited by 2 publications
(1 citation statement)
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“…We found about 90% (n=20) of the articles in the questionnaire focused on 18-35-year-olds (mostly college students), and only one article placed the study in the older age group (45+ years old) (Kao & Chiang, 2015). And in the descriptive statistics analysis section, we see that 60% of the articles (n=12) noted that on average, more than 80% of the respondents were male, and that they were more likely to purchase products in the game.…”
Section: Research Trendsmentioning
confidence: 96%
“…We found about 90% (n=20) of the articles in the questionnaire focused on 18-35-year-olds (mostly college students), and only one article placed the study in the older age group (45+ years old) (Kao & Chiang, 2015). And in the descriptive statistics analysis section, we see that 60% of the articles (n=12) noted that on average, more than 80% of the respondents were male, and that they were more likely to purchase products in the game.…”
Section: Research Trendsmentioning
confidence: 96%