2000 words
Information behavior in Chinese mobile game purchases
Purchasing behavior
Information behaviorà This the behavior phenomenon that humans show when they obtain and proce Broadbent et al. (2013) compared the technology to a box, and compared information to the items in the box. ss information,
The research targets the Chinese mobile game players
The research aims to study the information behavior in Chinese mobile game purchases
Risk Assessment, Ethical Issues. 300 words
Implementation of Method & Analysis Outline 1000 words
Implementation of method
The main area that this research is focused on is the Chinese mobile game industry, due to this area of focus the study will only be collecting data from the Chinese mobile games. Considering that some worldwide known social media platforms such as Facebook and WhatsApp are banned in China, a lot of the Chinese Mobile gamers usually makes use of the WeChat (Weixin in China) and mobile QQ to communicate and share games. It is hard to find any Chinese gamer making follow up of the WeChat.com blogs in order to know about the latest features of a particular game, In addition to this it is well known that any game been can easily gain popularity by just been distributed in the WeChat. Due to this high communities in these two platforms, the research will make use of a questionnaire in order to capture a wide range of data that will represent the entire population of mobile gamers. The questionnaires will be distributed to different mobile gaming communities in the WeChat and mobile QQ platform. In order for the study to capture different varieties of data, the questionnaire won’t be sent to a specific type of mobile game community.
Due to the fact that Google is banned in China, the rearch questionnaires will be generated on the basis of the platform they will be distributed on. For the WeChat communities the study will make use of the Eqxiu.com to generate the questionnares The Eqxiu.com is a well known survey monkey method that easily works with the WeChat app. Using the questionnaire generated by Eqxiu.com, the Chinese mobile gamers will be more willing to participate in the survey, since they are able to see the results after they vote. For the communities using the mobile QQ, the questionnaire will be generated using 1diaocha.com. Both the questionnaire involved in this research will have similar questions.
Questionnaire Design
Therefore, the group of players in the Chinese mobile game market is the research object of this study.
this art The results of a qualitative survey of only a few participants cannot be applied to the Chinese mobile game market with many participants
icle decided to use quantitative research methods for investigation and research.
This dissertation will use a questionnaire, as quantitative method, to conduct the research.
A quantitative approach involves measuring and counting responses, e.g. categorising data and answering questions such as ‘How many organisations do this?’ or ‘How many people think that?’. A quantitative study helps to explain what happens, e.g. ‘How do people behave when their library closes down?’. A solely quantitative study, however, is unlikely to explain why they behave in the way they d
Evaluation & Reflection 700 words