中国线上动漫游戏展会模式对普通消费者消费行为的影响研究——以Comicup Online为例  

Research on the Influence of China's Online Animation Game Exhibition Mode on the Consumption Behaviorof Ordinary Consumer—Taking Comicup Online as an Example

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作  者:朱俭[1] ZHU Jian(Tourism Management College,University of Sanya,Sanya 512000,Hainan,China)

机构地区:[1]三亚学院旅业管理学院,海南三亚512000

出  处:《玩具世界》2024年第6期14-16,共3页Toys World

摘  要:数实融合是会展行业当下面临的新发展模式。数字化和线下实体展融合初期,研究数字化转型过程中线上动漫游戏展会消费者行为,有利于优化展览企业内容策划业务模式和促进会展行业新旧能力重新配置。文章基于ISMAS模型,以Comicup Online举办的无差别线上综合展为例,分析线上模式的动漫游戏展会对普通消费者消费行为的影响,同时提出了会展主办方筹办线上动漫游戏展的策略,旨在为线上动漫游戏展会的改进优化提供数据参考和实际建议。The integration of digitalization and reality is the new development mode of the exhibition industry.In the early stage of the integration of digitalization and offline entity exhibitions,studying the consumer behavior in online animation game exhibitions in the process of digital transformation is conducive to optimizing the content planning business mode of exhibition enterprises and promoting the reconfiguration of old and new capabilities of the exhibition industry.Based on the ISMAS model,this paper takes the undifferentiated online comprehensive exhibition held by Comicup Online as an example to analyze the influence of online animation game exhibitions on the consumption behavior of ordinary consumers.At the same time,it proposes strategies for exhibition organizers to organize online animation game exhibitions,aiming to provide data reference and practical suggestions for the improvement and optimization of online animation game exhibitions.

关 键 词:线上动漫游戏展会模式 普通消费者消费行为 ISMAS模型 Comicup Online 

分 类 号:F713.83[经济管理—广告] G124[经济管理—产业经济]

 

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