How Are Modern Video Games Marketed?
Autor: | Nia Wearn, Colin Charles Mathews |
---|---|
Rok vydání: | 2016 |
Předmět: |
Game mechanics
Multimedia Digital marketing Video game development Computer science business.industry 05 social sciences ComputingMilieux_PERSONALCOMPUTING 050301 education 050801 communication & media studies Advertising computer.software_genre Turns rounds and time-keeping systems in games 0508 media and communications Emergent gameplay Video game culture Video game design business 0503 education computer Video game |
Zdroj: | The Computer Games Journal. 5:23-37 |
ISSN: | 2052-773X |
DOI: | 10.1007/s40869-016-0023-2 |
Popis: | In this paper, common methods for the marketing of ‘AAA’ and ‘indie’ games are analysed in order to determine the extent to which video gamers consider them to be effective and trustworthy. Data was gathered through (1) an online survey that was distributed amongst online gaming communities and completed by 167 respondents; and, (2) a questionnaire that was completed by 37 respondents (who were computer games design students). The aims behind this project were as follows: (1) to determine the reasons why gamers may or may not purchase gaming platforms and multi-platform video games; and, (2) to measure the extent to which their friends influence their purchase decisions. It was discovered that friends and family were the most trusted video game marketing source amongst the gamers, and that their friends had a decisive impact on their console and multi-platform video game purchases. |
Databáze: | OpenAIRE |
Externí odkaz: |