Please use this identifier to cite or link to this item: https://hdl.handle.net/10419/168500 
Year of Publication: 
2017
Series/Report no.: 
14th Asia-Pacific Regional Conference of the International Telecommunications Society (ITS): "Mapping ICT into Transformation for the Next Information Society", Kyoto, Japan, 24th-27th June, 2017
Publisher: 
International Telecommunications Society (ITS), Calgary
Abstract: 
The aim of this study is to examine the characteristics of digital game users and discuss desirable development and marketing strategies for firms. This study developed measurement scales and empirically found that there are two segments in the market: “share” and “achievement” orientation. Some users require “achievement” for games. These users play games to feel a sense of achievement and prefer well-designed games. They desire to embed the gaming experience in their minds and respect the intention of game developers and designers. Other users need to “share” with other gamers. They wish to play games with their friends and seek communication through games. These users do not need sophisticated graphics or stories while they engage in games simultaneously with their friends. These two preferences are not mutually exclusive—some consumers have both intentions.
Subjects: 
Smartphone
Digital game
Consumer behavior
Document Type: 
Conference Paper

Files in This Item:
File
Size





Items in EconStor are protected by copyright, with all rights reserved, unless otherwise indicated.