Video game market segmentation based on user behavior
MetadataShow full item record
Games excited generations in various societies: from the very simple physical form - to the latest generation of digital games - in the world where we are living. They always played an important role in every aspect of human life. The initial forces behind games where means as social interaction, pure entertainment, edutainment, or simply to have fun. However, from the initial forces, games emerged towards a tool for empowering creativity and the game industry turned into a largely profitable industry. Within the scope of this paper, we describe the key findings that are indicating the common trends in gaming industry, we evaluate key technologies contributing to the game industry, and try to understand game preferences of game players and the specifics of behavioral patterns in different game genres. © 2012 ACM.
Showing items related by title, author, creator and subject.
Loh, C.; Sheng, Y.; Ifenthaler, Dirk (2015)“Serious Games” is a unique industry that is concerned with the training/learning performance assessment of its clients. It is one of three digital technology industries (along with digital games, and online learning) ...
Champion, Erik (2012)Are games worthy of academic attention? Can they be used effectively in the classroom, in the research laboratory, as an innovative design tool, as a persuasive political weapon? Game Mods: Design Theory and Criticism ...
Straker, Leon; Abbott, R.; Collins, R.; Campbell, Amity (2014)Electronic games (e-games) are widely used by children, often for substantial durations, yet to date there are no evidence based guidelines regarding their use. The aim of this paper is to present guidelines for the wise ...