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Research on the Influence of Internet Community Opinion Leaders on the Purchase Intention of Crowd Game Consumption Items—Based on A game players

Kaiyang Chang

Abstract


"Game", defined in the sea of words as the main purpose of direct pleasure, and must have the subject to participate in interactive activities. The current everyday term "game" mostly refers to video games on various platforms. In the next few years, China will be the most important game market in the Asia-Pacific region. And with the rapid development of the game industry, the number of games is also rising. This paper takes the users of A phenomenal game A game as an example. From the perspective of players, we study whether the players are willing to buy the paid items and buy the paid items in the game after receiving the opinions and influence of opinion leaders. This paper takes the users of A phenomenal game A game as an example. From the perspective of players, we study whether the players are willing to buy the paid items and buy the paid items in the game after receiving the opinions and influence of opinion leaders.


Keywords


Internet Community; Opinion Leader; Video Games; Paid Items; Purchase Intention

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References


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DOI: http://dx.doi.org/10.18686/fm.v8i2.7061

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