首页> 外文学位 >Fun element in product experiences: Insights from young adults' engagement with video games.
【24h】

Fun element in product experiences: Insights from young adults' engagement with video games.

机译:产品体验中的有趣元素:年轻人参与视频游戏的见解。

获取原文
获取原文并翻译 | 示例

摘要

In recent years, there has been a growing prominence of the "fun" concept in the current marketing environment. With the proliferation of entertainment products, fun is emerging as an important design goal in product development and marketing communications. Within consumer research, although fun is recognized as a central element in hedonic, playful and experiential consumption, systematic frameworks explicitly focusing on the concept of fun are limited. Especially lacking is an understanding of how consumers interpret fun as part of their product experiences. Since fun presumably underlies consumers' preferences for entertainment products and services, this gap in the literature is significant.; This dissertation addresses the gap by using insights from young adults' engagement with video games. In particular, it examines the dynamics underlying consumer fun and discusses its theoretical and marketing implications. Drawing upon literature on consumer research, sociology, and human-computer interaction and integrating them with grounded theory analysis of semi-structured interviews and projective data, this study develops a new conceptual framework on the underpinnings of consumer fun. The framework suggests that consumers' meanings of fun are heterogeneous and that fun is manifested in multiple modes. In particular, five modes of fun are identified which include: hard fun, relational fun, phantasmagoric fun, instrumental fun, and precarious fun. Each of these fun modes is constituted through a combination of unique consumption processes and consumer strategies, which are also identified based on empirical data. The conceptual framework is discussed in light of its theoretical contribution to the domain of experiential consumption and implications for product innovation research, game design and interactive communications.
机译:近年来,在当前的营销环境中,“有趣”的概念日益突出。随着娱乐产品的激增,娱乐正在成为产品开发和营销传播中的重要设计目标。在消费者研究中,尽管享乐被认为是享乐,娱乐和体验性消费的核心要素,但明确关注享乐概念的系统框架却是有限的。尤其缺乏对消费者如何将乐趣解释为产品体验的一部分的理解。由于娱乐可能是消费者对娱乐产品和服务的偏爱的基础,因此文献中的这种差距是巨大的。本文通过利用年轻人参与视频游戏的见解来解决这一差距。特别是,它研究了潜在的消费者乐趣的动态,并讨论了其理论和市场意义。借鉴有关消费者研究,社会学和人机交互的文献,并将其与半结构化访谈和投影数据的扎根理论分析相结合,本研究针对消费者乐趣的基础开发了新的概念框架。该框架表明,消费者对乐趣的含义是不同的,并且乐趣以多种方式体现。特别是,确定了五种娱乐方式,包括:艰苦娱乐,关系娱乐,幻幻娱乐,器乐娱乐和不稳定娱乐。这些有趣的模式中的每一个都是通过独特的消费过程和消费者策略的组合而构成的,这些过程也根据经验数据进行识别。根据概念框架对体验性消费领域的理论贡献以及对产品创新研究,游戏设计和交互式通信的影响,对概念框架进行了讨论。

著录项

  • 作者

    Mukherjee, Sayantani.;

  • 作者单位

    University of California, Irvine.;

  • 授予单位 University of California, Irvine.;
  • 学科 Business Administration Marketing.
  • 学位 Ph.D.
  • 年度 2007
  • 页码 95 p.
  • 总页数 95
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 贸易经济;
  • 关键词

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号