Detonated video game: analysis and ranking of ninth generation video game attributes and differences in the preferences between gender and age group.
Abstract
This article aimed to find out which attributes are considered important in a ninth generation video game and how relevant they are to the consumer. In addition, survey the sociodemographic profile of the gamer and verify the differences in preferences between the attributes. For this, a survey was carried out, distributed in the main gamers Facebook groups, obtaining 413 respondents. To verify the differences between the sociodemographic variables, the non-parametric Wilcoxon-Mann-Whitney and Kruskal-Wallis tests were used. Thirty-nine attributes were discovered and ranked, as well as significant differences in the grades assigned by gender and age group. Understanding the attributes of a product as well as the profile of a consumer is of paramount importance not only for the participants of this industry, but also for future academic studies on the subject.
Keywords:
videogames, atributes, gamer, genre, games
References
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A. Marchand, T. Hennig-Thurau, (2013) “Value Creation in the Videogame Industry: Industry Economics, Consumer Benefits, and Research Opportunities.” Journal of Interactive Marketing. vol.27(3), p.141–157.
A. Nascimento. (2013) “A microeconomic analysis of the competition in the home console videogame industry.” Tese de Doutorado. Massachusetts Institute of Technology.
C.C Liu. (2017) “A model for exploring players flow experience in online games.” Information Technology & People. vol. 30(1), p.139–162.
García-Sánchez, P. Antonio, M.M; Castillo, P. A.; Pérez I.J. (2019) “A bibliometric study of the research area of videogames using dimensions ai database”, Procedia Computer Science. v. 162.
I.J.L. Gammarano. (2018) “Segunda chance só no videogame: competição mercadológica e valores envolvidos no processo de consumo de videogames.” Revista Contribuciones a la Economía.
Griffiths, M; Davies, M. N; Chappell, D. (2004) “Online computer gaming: a comparison of adolescent and adult gamers.” Journal of Adolescence. v.27(1). p.87– 96.
Hair, J. F.; Black, W.; Barry J. B. (2009) “Análise multivariada de dados.” 6. ed. Porto Alegre. Bookman.
K. Dhargalkar, K. Shinde, Y. Arora. (2016) “A universal new product development and upgradation framework.” Journal of Innovation and Entrepreneurshipp. vol.5, p. 27.
Landsman, V.; Stremersch, S. (2011) “Multihoming in two-sided markets: An empirical inquiry in the video game console industry. Journal of Marketing” v. 75, n. 6, p. 39-54.
M.M Higuchi. (2018) “Digital Games Platforms: a literature review, na empirical assessment of quality and exclusivity in video-game.” Market and a study on Project management. São Paulo.
Mokhlis, S.; Yaakop, A. (2012) “Consumer Choice Criteria in Mobile Phone Selection: An Investigation of Malaysian University Students. International Review of Social Sciences and Humanities. “v2, p.203-212.
Peter, J.P.; Olson, J.C. (1996) “Consumer behavior and marketing strategy.” 4th ed. Chicago: Irwin.
R. Guins. (2016) “Video and Computer Games.” Oxford Bibliographies, 2016. Estados Unidos.
S. Gallangher, S.H. Park. (2003) “Scoring video games' standard contributions.” IEEE Potentials, vol. 22, no. 2, p. 4-14.
Okazaki, S; Mendez, F. (2013) “Exploring convenience in mobile commerce: Moderating effects of gender. Computers in Human Behavior. “v. 29(3), p. 1234– 1242.
X. Wang, D.H, Goh. (2017) “Videogame Acceptance: A Meta-Analysis of the Extended Technology Acceptance Model.” Cyberpsychology, Behavior, and Social Networking. vol. 20(11), p. 662–671.
Yee, N. (2021) “Female Gamers.” Quantic Foundry. 19 jan. 2017, https://quanticfoundry.com/2017/01/19/female-gamers-by-genre/, Outubro de 2022.
Published
2022-10-24
How to Cite
NASCIMENTO, Mário do Amaral.
Detonated video game: analysis and ranking of ninth generation video game attributes and differences in the preferences between gender and age group.. In: INDUSTRY TRACK – SHORT PAPERS - BRAZILIAN SYMPOSIUM ON COMPUTER GAMES AND DIGITAL ENTERTAINMENT (SBGAMES), 21. , 2022, Natal/RN.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2022
.
p. 1212-1216.
DOI: https://doi.org/10.5753/sbgames_estendido.2022.224652.
