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A system analysis of transmedia storytelling toys in relation to desire and pleasure

机译:关于欲望和快乐的传输讲故事玩具的系统分析

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Transmedia storytelling (TS) is a market and experience strategy where children learn to know a toy concept through multiple media platforms such as cartoons, films, games, and tangibles. Each type of media reveals information which in total makes a whole toy experience often perceived as dynamic and enjoyable [2]. As the story within the toy develops, new characters and objects emerge [2-6]. Thus, the children who are engaged with the toy will subsequently desire the character's novel weapons, vehicles, and costumes which are made available in the market by various channels such as computer games, board games, characters, tangibles, etc. This article explores such transmedia toys through an inquiry into the two systems based around Toy Story and Cars. The mapping of these systems involved visualizing play experiences, play platforms, occurrences of narrative extensions, and in turn the materializations that have emerged out of these extensions. The establishment and characteristics of relations between elements such as the above-mentioned factors and the playing children (and their network) who consume these toys make the first part of the analysis of the map. These interrelations are further analyzed in view of how such an experience system can influence children's experience of the transmedia toy and desire for new ones and, consequently, how they feel about the product. The construct for the analysis consists of establishing how the touch points that the system consists of compare with theory on product attachment and pleasure [7-9] and influence [10, 11], which again relates to the desire to purchase.
机译:传输讲故事(TS)是一个市场和经验战略,儿童学会通过多个媒体平台了解玩具概念,如漫画,电影,游戏和切块。每种类型的媒体都揭示了总共使整个玩具经验经常被视为动态和愉快的[2]。作为玩具内的故事,开发,新的字符和对象出现[2-6]。因此,与玩具一起订婚的孩子们随后渴望由电脑游戏,棋盘游戏,角色,切片等各种渠道在市场上提供的角色的新型武器,车辆和服装。本文探讨了这样的渠道通过调查到基于玩具故事和汽车的两个系统的探究传输玩具。这些系统的映射涉及可视化播放体验,播放平台,叙事扩展的发生,以及替代已出现出这些扩展的实质化。诸如上述因素和播放儿童(及其网络)的元素之间的建立和特征,这些玩具的播放儿童(及其网络)通过地图分析的第一部分。鉴于这种体验系统如何影响儿童的传输玩具和新的经验,以及对新产品的渴望,以及他们对产品的感受方式,进一步分析了这些相互关系。分析的构造包括建立系统的触摸点如何与产品附件和乐趣理论进行比较[7-9],并影响[10,11],这再次涉及购买欲望。

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