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年龄影响网购行为根据目前发布的2009中国网上购物调查报告显示,网上购物的偏好与水平逐渐出现了分层现象。调查数据显示18~25岁的网上购物用户对游戏、点卡类商品的消费比例...
年龄影响网购行为
根据目前发布的2009中国网上购物调查报告显示,网上购物的偏好与水平逐渐出现了分层现象。
调查数据显示18~25岁的网上购物用户对游戏、点卡类商品的消费比例远远高于25岁以上的用户,而25岁以上的网上购物用户在手机、电脑及网络设备、母婴用品、书籍与音像制品方面的消费比例均高于18~25岁的用户。从消费水平来看,25岁以上用户群,他们的平均消费金额是18~25岁用户的1.7倍。由此可见,游戏类商品的主力消费群体是低年龄群体或学生群体,但对整体网上购物做出主要贡献的还是25岁以上的用户人群。 展开
根据目前发布的2009中国网上购物调查报告显示,网上购物的偏好与水平逐渐出现了分层现象。
调查数据显示18~25岁的网上购物用户对游戏、点卡类商品的消费比例远远高于25岁以上的用户,而25岁以上的网上购物用户在手机、电脑及网络设备、母婴用品、书籍与音像制品方面的消费比例均高于18~25岁的用户。从消费水平来看,25岁以上用户群,他们的平均消费金额是18~25岁用户的1.7倍。由此可见,游戏类商品的主力消费群体是低年龄群体或学生群体,但对整体网上购物做出主要贡献的还是25岁以上的用户人群。 展开
2个回答
展开全部
Their age online shopping behavior of
Based on the current release of 2009 China's online shopping survey, online shopping preferences and level of the gradual emergence of stratification.
Survey data show that 18 to 25-year-old users of online shopping game Dianka consumption of commodities is much higher than the proportion of users over the age of 25, and 25 over the age of online shopping on cell phones, computers and networking equipment, mother and child supplies , books and audio-visual products in the ratio of consumption is higher than the 18 to 25-year-old users. From the consumption point of view, over the age of 25 user groups, and their average spending amount is 18 to 25-year-old user's 1.7 times. Thus, the game's main commodity is the lower age groups, consumer groups or student groups, but the whole online shopping thing is to make a major contribution to the user population over the age of 25.
Based on the current release of 2009 China's online shopping survey, online shopping preferences and level of the gradual emergence of stratification.
Survey data show that 18 to 25-year-old users of online shopping game Dianka consumption of commodities is much higher than the proportion of users over the age of 25, and 25 over the age of online shopping on cell phones, computers and networking equipment, mother and child supplies , books and audio-visual products in the ratio of consumption is higher than the 18 to 25-year-old users. From the consumption point of view, over the age of 25 user groups, and their average spending amount is 18 to 25-year-old user's 1.7 times. Thus, the game's main commodity is the lower age groups, consumer groups or student groups, but the whole online shopping thing is to make a major contribution to the user population over the age of 25.
展开全部
Age influence behavior. Buys
According to the current Chinese online shopping by 2009, shopping online survey of preference and level gradually appear statified phenomenon.
Survey figures showed 18-25 shopping online game, the user to guide the proportion of consumption of goods than 25 years of age, and 25 years old customers shopping online users in mobile phones, computers and network equipment, maternal supplies, books and audio-visual products of consumption ratio than 18-25. From the level of consumption, 25 years old, the average user group, they are 18 ~ consumption amount 25 170% of users. Therefore, the main game merchandise consumer groups are low age groups or student group, but on the whole net shopping make major contribution or 25 above user groups.
According to the current Chinese online shopping by 2009, shopping online survey of preference and level gradually appear statified phenomenon.
Survey figures showed 18-25 shopping online game, the user to guide the proportion of consumption of goods than 25 years of age, and 25 years old customers shopping online users in mobile phones, computers and network equipment, maternal supplies, books and audio-visual products of consumption ratio than 18-25. From the level of consumption, 25 years old, the average user group, they are 18 ~ consumption amount 25 170% of users. Therefore, the main game merchandise consumer groups are low age groups or student group, but on the whole net shopping make major contribution or 25 above user groups.
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