An Empirical Study of Experiential Value and Lifestyles and Their Effects on Satisfaction in Adolescents: An Example Using Online Gaming.
This study tests a consumer behavioral model on Taiwanese adolescents and young adults engaging in online gaming. The major focus is on how these consumers transfer the value of their experiences and lifestyles to satisfaction, which may assist in the further exploration of the specific consumption...
| Publicado en: | Adolescence Vol. 42; no. 165; pp. 199 - 216 |
|---|---|
| Autores principales: | , |
| Formato: | Artículo |
| Publicado: |
Libra Publishers Inc.
Spring2007
|
| Materias: | |
| Acceso en línea: | Ver este registro en EBSCOhost |