Título: | THE ADULT CONSUMER BEHAVIOR IN RELATION TO VIDEO GAMES | ||||||||||||
Autor(es): |
RODOLFO FERNANDES ARAUJO |
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Colaborador(es): |
JOAO RENATO DE SOUZA COELHO BENAZZI - Orientador |
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Catalogação: | 10/ABR/2017 | Língua(s): | PORTUGUESE - BRAZIL |
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Tipo: | TEXT | Subtipo: | SENIOR PROJECT | ||||||||||
Notas: |
[pt] Todos os dados constantes dos documentos são de inteira responsabilidade de seus autores. Os dados utilizados nas descrições dos documentos estão em conformidade com os sistemas da administração da PUC-Rio. [en] All data contained in the documents are the sole responsibility of the authors. The data used in the descriptions of the documents are in conformity with the systems of the administration of PUC-Rio. |
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Referência(s): |
[pt] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/TFCs/consultas/conteudo.php?strSecao=resultado&nrSeq=29621@1 [en] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/TFCs/consultas/conteudo.php?strSecao=resultado&nrSeq=29621@2 |
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DOI: | https://doi.org/10.17771/PUCRio.acad.29621 | ||||||||||||
Resumo: | |||||||||||||
This work aims to understand how it behaves adult consumers of video games, and basically using the concepts of Solomon (2011), identify how the decision-making process for these consumers, and how the reference groups and the sacred consumption may influence the final decision of these consumers. For it was used as a basis to research by observation, in a games point of sale and a descriptive study, which surveyed twenty consumers about their gaming habits of consumption, thereby to identify the decision-making process of those consumers in the consumer video games.
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