Consumer Behavior Analysis and Marketing Strategy Optimization in the Chinese Live Action Role Playing Market

Yibing Jiang
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Abstract

In 2016, a new variety show Whos the Murder appeared, bringing a new form of entertainment: Live Action Role Playing (LARP) game. In 2018-2019, offline LARPs appeared, soon becoming the most popular entertainment method for the Z generation. The paper focuses on the consumers of the LARP market, analyzing their consumption behavior preferences and determining the driving factors of LARP consumption behavior based on existing consumption data. Using the analytical results, the paper can predict the sales of new scripts and help LARP merchants optimize their marketing strategies. The article mainly uses descriptive and predictive analysis (regression model) to study LARPs consumption data collected from the LARP website. The paper finds that difficulty level, duration time, and issue type (price) have a significant influence on consumer behaviors. Also, the paper generates a model for future sales prediction.
中国真人角色扮演市场的消费者行为分析与营销策略优化
2016年,一个新的综艺节目《谁是凶手》出现了,带来了一种新的娱乐形式:真人角色扮演(LARP)游戏。2018-2019年,线下larp出现,很快成为Z世代最受欢迎的娱乐方式。本文以LARP市场的消费者为研究对象,分析其消费行为偏好,根据现有消费数据确定LARP消费行为的驱动因素。利用分析结果,本文可以预测新脚本的销售情况,帮助LARP商家优化营销策略。本文主要采用描述性和预测性分析(回归模型)对LARP网站收集的LARP消费数据进行研究。研究发现,难度等级、持续时间和发行类型(价格)对消费者行为有显著影响。同时,本文还建立了未来销售预测模型。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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