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The Perceived Value of Videogame Packaging among Young Adults.

机译:电子游戏包装在年轻人中的感知价值。

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摘要

Numerous forms of media content that once utilized physical distribution, such as music, movies, and publications, are now being distributed digitally. Videogames are the latest media content to be distributed in this manner, thus removing suppliers---such as packaging printers---who played a role in traditional physical distribution. With the U.S. printing industry projected to decline by 15% by 2015 (Romano & Broudy, 2010), the loss of packaged videogames as a source of revenue for packaging printers may further threaten the viability of the industry.;The purpose of this research was to determine the current perceived value of packaged vs. digitally distributed videogames. A survey of 140 students at a large university located in the upstate New York area was sampled. The results revealed that an average of 66% of videogames purchased in the last six months were bought digitally. In regards to the perceived value of packaged videogames, "More Content" was cited by 70% of respondents as a reason to purchase packaged games. For digitally distributed games, "Convenience" (88%), "Accessibility" (86%), and "Price" (74%) were all cited as advantages. When asked about their preference for packaged over digital videogames, "Ownership" (18%) and "Tangibility" (18%) were the top open-ended responses.;In sum, even though respondents provided numerous statements supporting packaged videogames, the value provided by digitally distributed videogames seems to be enough to sway the majority of consumers in this study towards the digital procurement of videogames. This trend will further decrease the need for printing of videogame packages.
机译:曾经利用物理分发的多种形式的媒体内容,例如音乐,电影和出版物,现在正以数字形式分发。电子游戏是将以这种方式分发的最新媒体内容,从而淘汰了在传统物理分发中发挥作用的供应商(例如包装打印机)。预计到2015年美国印刷行业将下降15%(Romano&Broudy,2010),作为包装打印机收入来源的包装视频游戏的丧失可能会进一步威胁该行业的生存能力。确定包装的与数字分发的视频游戏的当前感知价值。对位于纽约州北部地区的一所大型大学的140名学生进行了调查。结果显示,在过去六个月中,平均有66%的电子游戏是通过数字方式购买的。关于包装视频游戏的感知价值,70%的受访者认为“更多内容”是购买包装游戏的原因。对于数字发行游戏,“便利性”(88%),“可访问性”(86%)和“价格”(74%)都是优势。当被问及相对于数字视频游戏他们更喜欢打包游戏时,“所有权”(18%)和“可及性”(18%)是开放式研究的最高水平。总之,即使受访者提供了许多支持打包视频游戏的陈述,其价值数字分布式视频游戏所提供的功能似乎足以使本研究中的大多数消费者转向视频游戏的数字采购。这种趋势将进一步减少印刷视频游戏包装的需求。

著录项

  • 作者

    Kibbe, Colby.;

  • 作者单位

    Rochester Institute of Technology.;

  • 授予单位 Rochester Institute of Technology.;
  • 学科 Engineering Packaging.
  • 学位 M.S.
  • 年度 2012
  • 页码 82 p.
  • 总页数 82
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 公共建筑;
  • 关键词

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