Please use this identifier to cite or link to this item: https://rsuir-library.rsu.ac.th/handle/123456789/3577
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dc.contributor.advisorGuo Jianluan-
dc.contributor.authorShihao Wei-
dc.date.accessioned2026-09-17T06:25:42Z-
dc.date.available2026-09-17T06:25:42Z-
dc.date.issued2025-
dc.identifier.urihttps://rsuir-library.rsu.ac.th/handle/123456789/3577-
dc.descriptionThesis (M.B.A. (Business Administration)) -- Rangsit University, 2024en_US
dc.description.abstractSince 2016, China's Otaku game industry has experienced rapid growth, and today, Chinese Otaku games have gained a foothold in the global market. Not only are these games popular among young people, but its related derivative products have also become a highly sought-after product among today’s youth. This paper begins by studying and sorting out the previous literature, determines the relevant influencing factors, then uses the relevant models to organize and standardize them, and finally collects relevant data through questionnaires to explore the sensitivity of the relevant factors of Otaku gamers to purchase game derivatives. Finally, SPSS was used to analyze the reliability and validity of the data to ensure high reliability. By analyzing the influencing factors of Otaku gamers' purchase of derivatives, such as the operation of game companies, UGC community, symbolic consumption, character popularity, price factors, scarcity of derivative products, cross-border cooperation and co-branded models, game companies can more accurately position the market and design characters that better meet the needs of players. Additionally, marketing strategies can be optimized by using relevant factors to increase players' motivation to buy and strengthen brand loyaltyen_US
dc.language.isozhen_US
dc.publisherRangsit University. Libraryen_US
dc.subjectVideo game playersen_US
dc.subjectVideo games -- Merchandisingen_US
dc.subjectConsumer behavioren_US
dc.subjectBrand loyaltyen_US
dc.subjectPurchase intentionen_US
dc.titleAnalysis of factors influencing Otaku game players' purchases of game derivativesen_US
dc.title.alternative二次元游戏玩家购买游戏衍生品的影响因素分析en_US
dc.typeThesisen_US
dc.description.other-abstract自从2016 年起,中国二次元游戏相关产业就一直是蓬勃发展的趋势,时至 今日中国的二次元游戏也已经在国际上占有一席之地。不仅仅是游戏的内容受到 众多年轻人的喜爱,其相关的衍生品产品也成为了时下年轻人购买的“热销品”。 对于二次元游戏公司来说,游戏玩家在游戏的内购氪金是最重要的收入来源之一, 但是游戏外玩家在游戏衍生品商品上的购买也是不小的收入。 本文先通过研究整理前人的文献,确定相关影响因素,再利用相关模型进行 整理规范,最后通过调查问卷的方式收集相关数据,探讨二次元游戏玩家购买游 戏衍生品的相关因素的敏感程度。最后利用SPSS 对数据进行信度效度相关的分 析,确保高可信度。 通过分析二次元游戏玩家购买衍生品的影响因素,如游戏公司的运营,二创 社区,符号消费,角色受欢迎程度,价格因素,衍生品产品的稀缺性,跨界合作 和联名款等等来帮助游戏公司更精准的定位市场,设计出更符合玩家需求的角色。 不仅如此,通过运用相关因素也可以优化营销策略,以便增加玩家的购买动机, 增强品牌忠诚度en_US
dc.description.degree-nameMaster of Business Administrationen_US
dc.description.degree-levelMaster's Degreeen_US
dc.contributor.degree-disciplineBusiness Administrationen_US
Appears in Collections:InCC-BA-M-Thesis

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