Why do the every video game's learning playing time and the playing time is spent to satisfy the feeling of winning game both factors will be the main factors to influence the feeling busy learning student or feeling rest working personal target video game playing consumer individual kind of which video game software purchase choice? Why do feeling busy learning students or feeling rest working people will be prefer to choose to buy the kinds of need spending little time to learn to play to achieve the easy winning of the video game content aim in short time?Nowadays, the different brands of video game products have different prices, various entertainment design contents and the easy or difficult win content feeling to be promoted to sell to satisfy the students or working people video game players' entertainment needs. However, time pressure will be one important factor to influence students of working peoples' video games choices. I shall explain that the time pressure factor how will influence the feeling busy learning or feeling rest working video game players or video game content software consumers to choose to buy the kinds of video games software which can let them to feel to spend little playing and learning time and they can feel easy to win the video game competition in short time preference in this electronic entertainment video game industry.Nowadays, video game target customers, they are young students and adult working people in common. When, the student does not need to go to school and he/she stays at home, he /she will like to play video game after he/she finishes to learn just a moment usually or the adult working person finishes jobs on the day, after he/she ate dinner, he/she will also like to play video game at home. So, video game can be one kind of entertainment product to let they feel enjoy to play when they re staying at homes. Video game can be one kind of entertainment culture or entertainment behavior at home to them in popular. A player's ability to perform within a game entertainment is important, and players tend to knowledgeable about their achievements and failures within any game world. So, when one student hopes to get pass grade in school examination. He will choose to spend little time to attempt to win the video game content competition in short time because it can let him to feel that may increase his confidence to pass the grade in the school examination later in possible when he ensures that he had won the video game content competition. He believes that he can be trained to raise whose judgement and mind and analysis ability in his playing video game proceed. Instead of playing video game can increase student learning confidence, it can also increase the working people's confidence, when the working person hopes to be promoted or increased salary later from his supervisor's appreciation. He will attempt to spend little time to win the kind of video game content competition in short time. He will have more confident to achieve to raise his working performance to let his supervisor appreciation if he can learn how to win the kind of video game competition in short time.
ISBN: | 9781698186894 |
Publication date: | 7th October 2019 |
Author: | Johnny Ch Lok |
Publisher: | Independently Published an imprint of Amazon Digital Services LLC - KDP Print US |
Format: | Paperback |
Pagination: | 196 pages |
Series: | Researching Business Environment Challenges |
Genres: |
Psychology: emotions Behavioural economics |