image and Bayern Munich Club endorsement. It can
help players achieve a good gaming experience. In the
signed part of the brand, through the linkage with
major clubs, live football conveys to players the
promise of a real football game and a symbol of
football culture. For Bayern Munich fans, this is a
football belief, and compared to other ordinary
players, people are more inclined to pay for their
favorite players. For the Konami Pro Evolution
Soccer brand, the collaborative operation of major
clubs can help players extend their football dreams
and cultivate emotional dependence and loyalty
towards the Konami brand. Continuing with the
theme analysis, keywords such as "real experience"
and "football belief" were extracted from the
questionnaire data and interview records.
Furthermore, it can be concluded that in each linkage
activity, players will have a real experience of playing
against each other. One interviewee also said that
genuine collaboration can ignite their football faith.
4.2 Consumer Behavior
According to research on consumer behavior, it can
be concluded that young consumers are more likely
to make impulsive purchases than middle-aged and
elderly consumers. From a psychological perspective,
teenagers are more susceptible to being driven by
emotions. Stimulated by the Bayern Munich linkage
event and vibrant game pages, there is a desire to
consume. This kind of impulsive consumption is
often related to emotional decision-making, and
young people are relatively immature in emotional
management. And young people's ability to delay
gratification is relatively weak. The Delayed
Gratification theory suggests that adolescents are
more inclined towards immediate gratification, while
middle-aged and elderly individuals are better able to
restrain short-term desires for long-term goals.
Nowadays, teenagers face less social pressure and
mostly spend their parents' money. Middle aged and
elderly people face more pressure from their families,
such as car and mortgage loans. The expenses are also
relatively high. So this can explain why more young
people choose to spend money on games. But the
number of middle-aged and elderly people who
recharge is relatively small.
4.3 Playing for Faith
It is worth noting that many age group fans and
players have a nostalgic mentality in the current
social context. The notion of 'paying for faith'
circulating in society. Many middle-aged and elderly
people left a deep impression on their hearts when
they were young and watching football. The
triangulation theory was initially adopted to verify
this hypothesis. In addition to collecting user
responses through questionnaire data, the study also
conducted discussions and posts in the football
community, and interviewed two 45-year-old live
players. In the end, it was concluded that purchasing
their favorite players through game recharge is also a
reflection of their memories of their youth. Teenagers
are still in a stage of understanding the world and their
obsession with faith is not as deep. More importantly,
at the economic level, research has found that
teenagers have relatively low incomes, and most of
them are living expenses provided by their parents.
And the income of middle-aged and elderly people is
significantly higher than that of teenagers, and they
earn discretionary income for themselves. This also
explains why middle-aged and elderly people
recharge much more than teenagers.
5 CONCLUSIONS
After research and data analysis, it was found that the
relationship between the amount of money and time
invested in live football mobile games and the
players' fans and non-fans is not significant. But it is
closely related to the age and income level of the
players. Older and higher income players have less
gaming time and lower recharge frequency. But the
total recharge amount is relatively large. Younger
gamers with lower income levels generally have
longer game durations and higher recharge
frequencies. The total recharge amount is relatively
small.
The significance of conducting research lies in
two aspects, one is theoretical: this study can broaden
the relevant theories on game operation and user
stickiness, and provide some references for
subsequent research. On the other hand, in practical
terms: With the increasing competition in football
games, a good collaborative management strategy is
crucial for games to stand out among a group of
football online games. This study can provide
reference for the operation of football game
companies, enabling them to understand consumer
needs and enhance brand loyalty among game users.
Bring good economic and social benefits.
However, this study also has some limitations,
such as the limited sample size obtained, with only 93
questionnaire samples. Compared to studies with
large sample sizes, there may be some randomness.
In the future, this study may expand the sample size