首页> 外文期刊>Journal of High Technology Management Research >For every 'game over' there is a 'play again': Analysis of user preferences regarding 7th- and 8th-generation video games consoles
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For every 'game over' there is a 'play again': Analysis of user preferences regarding 7th- and 8th-generation video games consoles

机译:对于每个“游戏结束”,都有一个“再次玩”:分析有关第7代和第8代视频游戏机的用户偏好

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This article presents a qualitative analysis of data obtained via semi-structured interviews on the preferences of users regarding 7th- and 8th-generation video games. The study evaluates the factors that influence consumption choices regarding these video games, with a focus on the Xbox 360, Nintendo Wii, PlayStation 3, Xbox One, PlayStation 4 and Wii U platforms. Nine profiles of consumption are identified, measured according user values and consumption preferences from the participants analyzed. The results of the analysis are arranged according to defined categories that describe the phenomena studied. The study concludes that factors such as love for the brand, technological convergence, social positioning, perceived risk, and attraction to the design of the equipment influence the process of use and consumption with respect to the technological devices studied.
机译:本文对通过第7代和第8代视频游戏的用户偏好进行的半结构化访谈获得的数据进行了定性分析。该研究评估了影响这些视频游戏消费选择的因素,重点是Xbox 360,Nintendo Wii,PlayStation 3,Xbox One,PlayStation 4和Wii U平台。根据用户值和来自分析参与者的消费偏好,确定了九种消费概况,并进行了测量。根据描述研究现象的已定义类别来安排分析结果。研究得出的结论是,对品牌的热爱,技术融合,社会定位,感知风险以及对设备设计的吸引力等因素会影响所研究技术设备的使用和消费过程。

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