Table 1: Types of samples (KOTLER and ARMSTRONG (2004) p.157).
Table 2: Meaning of correlation coefficient size (cf. BURNS and BUSH (2003), p.534))
Table 3: Strengths and weaknesses of contact methods (KOTLER and ARMSTRONG (2004), p.155).
Table 4: Statistical data of the age
Abbildung 1: Marketing research process (cf. TURBAN (2002) p.145)
Abbildung 2: Differentiation within market research (cf. BAUMGARTH and BERNECKER (1999), p.27)
Abbildung 3: The relationship between sample error and sample size (cf. BURNS and BUSH (2003), p.375)
Abbildung 4: Examples of different correlation coefficients
Abbildung 5: Completion rate of the survey distributed via email
Abbildung 6: Players and non-players (Q1)
Abbildung 7: Histogram of the time spent on gaming (Q1)
Abbildung 8: Gender of non-players and players (Q22)
Abbildung 9: Histogram of age (Q23)
Abbildung 10: Age separated in players and non-players
Abbildung 11: Correlation between hours played per week and age
Abbildung 12: Internet connections in the households of the asked persons (Q2)
Abbildung 13: Scenario of the ways how Internet will be accessed in the future (Q4)
Abbildung 14: Computer age (Q5)
Abbildung 15: Operating Systems (Q6)
Abbildung 16: Correlation between operating system and PC age
Abbildung 17: Acceptable download times (Q20)
Abbildung 18: The acceptance of downloading an auxiliary programme (21)
Abbildung 19: Billing plan of the private Internet usage (Q3)
Abbildung 20: Used and preferred payment options (Q7)
Abbildung 21: Money spent in the last 12 months (Q9)
Abbildung 22: Correlation between playing time and money spent
Abbildung 23: Reasons for refusal (Q10)
Abbildung 24: Relative values of the appropriate amount for rental games (Q14)
Abbildung 25: Correlation between playing time and suitable rental fee
Abbildung 26: Cumulative percentage of the amount of non-appropriate rental fee per day
Abbildung 27: Monthly fees for different contract length (Q15)
Abbildung 28: Money that would have spent during the last 12 months (Q18).
Abbildung 29: Important features (Q11)
Abbildung 30: How persons do inform about computer games (Q8)
Abbildung 31: Kind of computer games which would be interested to rent (Q12)
Abbildung 32: Playing alone or against each other (Q13)
Abbildung 33: The probability of renting just one game at a time (Q16-1)
Abbildung 34: The probability of renting the complete package (Q16-2)
Abbildung 35: Willingness to change
Abbildung 36: Hours per week of using rental computer games (Q17)
Abbildung 37: Are there still reasons for purchasing computer games (Q19)?
Abbildung 38: Reasons for purchasing (coded comments from Q19)
[Ocultar lista de tablas / figuras]