RESEARCH OF CONSUMER DEMAND IN SEGMENT OF POTENTIAL CONSUMERS OF GAME CONTENT
At the present stage of development of society there is penetration of information technology in all spheres of human life, which is why trend of digitalization of society. Segment of game content in new digital society is a growing market in which various consumer models and trajectories of increasing consumption are formed. Аrticle presents the results of a study of demand for game content and draws conclusions about the impact on its formation of multidirectional factors, account of which will allow to predict its further dynamics.