Curtin University Homepage
  • Library
  • Help
    • Admin

    espace - Curtin’s institutional repository

    JavaScript is disabled for your browser. Some features of this site may not work without it.
    View Item 
    • espace Home
    • espace
    • Curtin Research Publications
    • View Item
    • espace Home
    • espace
    • Curtin Research Publications
    • View Item

    Video game market segmentation based on user behavior

    Access Status
    Fulltext not available
    Authors
    Khaleghi, K.
    Lugmayr, Artur
    Date
    2012
    Type
    Conference Paper
    
    Metadata
    Show full item record
    Citation
    Khaleghi, K. and Lugmayr, A. 2012. Video game market segmentation based on user behavior, Proceedings of the 16th International Academic MindTrek Conference 2012, 3-5 October, pp. 283-286, Tampere, Finland.
    Source Title
    Proceedings of the 16th International Academic MindTrek Conference 2012: "Envisioning Future Media Environments", MindTrek 2012
    DOI
    10.1145/2393132.2393194
    ISBN
    9781450316378
    School
    Department of Film and Television
    URI
    http://hdl.handle.net/20.500.11937/46162
    Collection
    • Curtin Research Publications
    Abstract

    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.

    Related items

    Showing items related by title, author, creator and subject.

    • Serious games analytics: Theoretical framework
      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) ...
    • Game Mods: Design, Theory and Criticism
      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 ...
    • Evidence-based guidelines for wise use of electronic games by children
      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 ...
    Advanced search

    Browse

    Communities & CollectionsIssue DateAuthorTitleSubjectDocument TypeThis CollectionIssue DateAuthorTitleSubjectDocument Type

    My Account

    Admin

    Statistics

    Most Popular ItemsStatistics by CountryMost Popular Authors

    Follow Curtin

    • 
    • 
    • 
    • 
    • 

    CRICOS Provider Code: 00301JABN: 99 143 842 569TEQSA: PRV12158

    Copyright | Disclaimer | Privacy statement | Accessibility

    Curtin would like to pay respect to the Aboriginal and Torres Strait Islander members of our community by acknowledging the traditional owners of the land on which the Perth campus is located, the Whadjuk people of the Nyungar Nation; and on our Kalgoorlie campus, the Wongutha people of the North-Eastern Goldfields.