Sökning: "Purchase motivation"

Visar resultat 1 - 5 av 78 uppsatser innehållade orden Purchase motivation.

  1. 1. THE ROLE OF SOCIAL MEDIA FASHION  INFLUENCERS ON GEN Z CONSUMERS LAST MINUTE HOLIDAY SHOPPING : A qualitative study on gen z consumers purchase behavior on fast-fashion retailer  

    Kandidat-uppsats, Linnéuniversitetet/Institutionen för management (MAN)

    Författare :Tracy Najjuko; [2023]
    Nyckelord :Consumer behavior; Purchase intention; Social media; Influencers; Fashion; Fast-fashion;

    Sammanfattning : The online activities on social media have become a popular beverage among female gen zers in Sweden, as they rely on the platforms to recieve the information they need when evaluating a fashion purchase. This research aims to investigate the consumer last-minute holiday shopping on fast-fashion brands, and how the online fashion influencer could impact them in such occasions. LÄS MER

  2. 2. Diablo: Immortal, A Pay-to-Win Study

    Kandidat-uppsats, Jönköping University/IHH, Företagsekonomi

    Författare :Keming Zhang; Ruiqi Liu; [2023]
    Nyckelord :Pay-to-Win; Free-to-Play; Mobile Game; Theory of Consumption Value;

    Sammanfattning : Background: P2W games (Pay-to-Win) occupy a significant position in the Chinese gaming market, attracting a large number of players to participate and spend money. However, there is still a knowledge gap in understanding the motivational factors behind the behavior and psychology of Chinese players in terms of their purchase motivation in specific games Diablo: Immortal. LÄS MER

  3. 3. Gamification within the Metaverse : A quantitative study to understand how consumer engagement is influenced by gamification strategies in the Metaverse

    Kandidat-uppsats, Karlstads universitet/Handelshögskolan (from 2013)

    Författare :Maja Sveder; Emma Lundbäck; [2023]
    Nyckelord :Gamification; Metaverse; Games; Game elements; Consumer behaviour; Engagement; Motivation; Purchase intentions;

    Sammanfattning : Through the development of digitalization, the use of the Metaverse and the strategy of utilizing game elements for brands has increased. Therefore, this thesis purpose has been to understand, from the consumers perspective, if consumer engagement is influenced by gamification strategies used by brands in the Metaverse. LÄS MER

  4. 4. The Future of Gaming? : A study on the effects of cloud gaming on traditional game purchase and engagement

    Uppsats för yrkesexamina på avancerad nivå, Umeå universitet/Företagsekonomi

    Författare :Alexander Kokkonen; Josef Holmlund; [2023]
    Nyckelord :Cloud gaming; Technology acceptance; subscription marketing; perceived value; perceived ease of use; consumer motivations; hard-core gamer; casual gamer; non-gamer;

    Sammanfattning : In recent years, there has been an increased number of people that are engaged in gaming - a phenomenon connected to constantly developing internet infrastructure and a growing middleclass. The phenomenon of Cloud gaming has received increasing attention since it was introduced some years ago; in 2022 all Cloud gaming services combined had 31,7 million paying users. LÄS MER

  5. 5. Intention - beteende gapet: När intentionen förlorar sin slagkraft

    Kandidat-uppsats, Lunds universitet/Företagsekonomiska institutionen

    Författare :Ellen Förare; Hanna Bielke; Sara Slättberg; [2023]
    Nyckelord :Intention-beteende gap; Theory of Planned Behavior; Hållbar klädkonsumtion; Barriärer; Second hand; Upcycling; Köpprocessen; Konsumentbeteende.; Business and Economics;

    Sammanfattning : Titel: Intention - beteende gapet: När intentionen förlorar sin slagkraft Seminariedatum: 11-01-2023 Ämne/Kurs: FEKH29, Företagsekonomi: Examensarbete i Marknadsföring, Kandidatnivå, 15 högskolepoäng. Författare: Hanna Bielke, Ellen Förare och Sara Slättberg. Handledare: Lars Carlman. LÄS MER