Skip to main content
Top

2015 | OriginalPaper | Chapter

The Research of the Influence of Customer Perceived Value to Customer Satisfaction in Mobile Games

Activate our intelligent search to find suitable subject content or patents.

search-config
loading …

Abstract

With the popularity of LTE technology, the mobile industry is booming and the market size of the mobile industry is expanding. The major Internet companies have entered the mobile gaming market, resulting in an increasingly competitive market. Under this background, mobile games have then become an emerging market in online game industry in the past few years. The scholars studying mobile games are focused on the technology development level, few studies on consumer behavior. The paper study is behavior intention of mobile games based on Customer Perceived Value. The research results in this paper have practical meaning for mobile game developers and operators. Through the use of Customer Perceived Value, analyze the behavior features of Chinese and Japanese users. Then they can enhance customer satisfaction and customer loyalty by properly managing Customer Perceived Value.

Dont have a licence yet? Then find out more about our products and how to get one now:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literature
1.
go back to reference Kamiyama, S.: Analysis of the theme park customers satisfied (397), 38–53 (2011) Kamiyama, S.: Analysis of the theme park customers satisfied (397), 38–53 (2011)
2.
go back to reference Ono, J.: According JCSI customer satisfaction model. Mark. J. 30(1), 20–34 (2010) Ono, J.: According JCSI customer satisfaction model. Mark. J. 30(1), 20–34 (2010)
3.
go back to reference Kotler, P.: Marketing Analysis, Planning and Control. Prentice Hall, Englewood Cliffs (1985) Kotler, P.: Marketing Analysis, Planning and Control. Prentice Hall, Englewood Cliffs (1985)
4.
go back to reference Kotler, P.: Kotler’s Marketing 3.0 the new law times of social media. Asahi Shimbun Publications Inc. (2010) Kotler, P.: Kotler’s Marketing 3.0 the new law times of social media. Asahi Shimbun Publications Inc. (2010)
5.
go back to reference Kotler, P., Keller, K.L.: A Framework for Marketing Management, 12th edn. Prentice Hall, Englewood Cliffs (2002) Kotler, P., Keller, K.L.: A Framework for Marketing Management, 12th edn. Prentice Hall, Englewood Cliffs (2002)
6.
go back to reference Zhang, F.: Empirical study of customer perceived value elements online game. Zhejiang University, Zhejiang (2005) Zhang, F.: Empirical study of customer perceived value elements online game. Zhejiang University, Zhejiang (2005)
7.
go back to reference Smith, J.B., Colgate, M.: Customer value creation: a practical framework. J. Mark. Theory Prac. 15(1), 7–23 (2007) Smith, J.B., Colgate, M.: Customer value creation: a practical framework. J. Mark. Theory Prac. 15(1), 7–23 (2007)
8.
go back to reference Xiong, Z.: Effects of the value of repeat purchase behavior online game customer perception. Anhui University, Anhui (2010) Xiong, Z.: Effects of the value of repeat purchase behavior online game customer perception. Anhui University, Anhui (2010)
9.
go back to reference Yen, Y.-S.: The impact of perceived value on continued usage intention in social networking sites. In: 2011 2nd International Conference on Networking and Information Technology, IPCSIT, vol. 17, pp. 217–223 (2011) Yen, Y.-S.: The impact of perceived value on continued usage intention in social networking sites. In: 2011 2nd International Conference on Networking and Information Technology, IPCSIT, vol. 17, pp. 217–223 (2011)
10.
go back to reference Zhou, S.X.: Gratifications, loneliness, leisure boredom and self-esteem as predictors of SNS-game addiction and usage pattern among Chinese College students. The Chinese University of Hong Kong University, Hong Kong, May 2010 Zhou, S.X.: Gratifications, loneliness, leisure boredom and self-esteem as predictors of SNS-game addiction and usage pattern among Chinese College students. The Chinese University of Hong Kong University, Hong Kong, May 2010
Metadata
Title
The Research of the Influence of Customer Perceived Value to Customer Satisfaction in Mobile Games
Authors
Kailiang Zhang
Yumi Asahi
Copyright Year
2015
DOI
https://doi.org/10.1007/978-3-319-20612-7_64