The Effects of Online Gaming on Customer Behavior Research Paper (Research Paper Sample)
I am working in Evolution Gaming (https://www.evolutiongaming.com/) which is an online gaming casino. I would like the paper to mention and use this information as well.
For example: We can talk about how online gambling affects people and how many of them become addicted to the games. (So called “Problem Gamblers”). How is their behaviour is changed while playing live casino games and how they become more and more addicted.
Besides this we can also talk about the affects of video gaming and how many people get addicted to them from very young age. Aslo we can put some statistcis, like how many people are involved and play online, how many hours they spend and etc.
We can also use the “Article” I have uploaded and maybe cite 1 or 2 things from it as well. It is a very good champter from the book on similair topic (By Antti Ainamo and Tuukka Tammi) and I want to use it as well.
In general I want 2 pages of the paper and then the 3rd page should be 6 or 7 references and links to different articles which are used in the paper.
Please get back to me for further information either via email, site or phone.
Thank you.
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The effects of Online Gaming on customer behaviour
Background
Statistically, the online gaming industry is one of the most popular and profitable industries to start a business around the world. It now attracts attention from many investors such as the government, enterprises and individuals across the globe (Choi et al. 11). According to the market analysis done by the Newzoo, the online games industry generated about $ 135 billion in 2018, which is about a 10 per cent increase from the $ 134.9 billion market value that was posted in the year 2017 (Wijman). Therefore, this means that online gaming is growing year after year, especially with the increase in other contributing factors as availability of cheap smartphones, cheap internet and expansion of new markets. According to the Newzoo 2019 report, it is estimated that there are more than 2.3 billion active gamers across the world of which 46 per cent (1.1 billion), spend money on these online games (Wijman). Studies have shown that many online gamers around the world are young adults and children, in which the male genders are more than female genders.
According to the literature reviews, the influencing factors of consumer behaviour of these online games should be cognitions of the merits, demerits, and quality advantage and quality disadvantages of online games. Therefore, this paper looks at the effect of online gaming on consumer behaviour.
Discussion
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