Bitte verwenden Sie diesen Link, um diese Publikation zu zitieren, oder auf sie als Internetquelle zu verweisen: https://hdl.handle.net/10419/168500 
Erscheinungsjahr: 
2017
Schriftenreihe/Nr.: 
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
Verlag: 
International Telecommunications Society (ITS), Calgary
Zusammenfassung: 
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.
Schlagwörter: 
Smartphone
Digital game
Consumer behavior
Dokumentart: 
Conference Paper

Datei(en):
Datei
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