5 research outputs found

    Increasing overall customer value in mobile games: what implications can be drawn from the customer value chain in mobile games?

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    Objectives The main objectives of this study were to draw strategic implications for companies from the customer process of wanting to play, searching for a game, and assessing the game after downloading it, and suggest how these implications could be used to increase customer value. The research will attempt to construct a customer value chain model and analyze it. Summary The exploratory research studied only female respondents. A set of interviews was conducted to study the behavior of mobile gamers to draw implications from the customer process within the customer value chain. The data were manually analyzed, and the findings were presented with visualizing tables. The findings were then discussed and related to the company process of the customer value chain. Conclusions A number of implications were found regarding the customer process of wanting to play, searching for games, assessing the game quality and experience, and continuing to play for an extended period of time. The implications can be used by companies to increase overall customer value in mobile games

    All Work and All Play? A Framework to Design Game- based Information Systems

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    Organizations have increasingly sought to develop and use game-based information systems to increase engagement among employees or customers. However, many game-based information systems have failed due to poor design. Game-based information systems’ design must align with an organization’s need or problem and users’ motives. To help designers create game-based information systems that align with an organization’s needs, we present the game- based system design framework (GSDF). Designers can use this framework to select game-based elements to support aesthetics, dynamics, and mechanics to encourage intrinsic or extrinsic motivation among users. We also create a game-based system design diagram (GSDD) and process in the spirit of UML diagrams for designers to communicate game-based information system designs. We explain how one can use the GSDF and GSDD and their value for practice and research

    遊戲「直播」間?遊戲化對直播持續使用意圖之影響

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    [[abstract]]隨著直播市場的蓬勃發展,如何在眾多的直播平台中脫穎而出,提升觀眾的參與度及持續使用意圖,已經成為直播平台業者高度重視的議題。過去直播相關文獻,大多著重於直播的技術層面,較少從觀眾的觀點出發,探討直播平台互動機制對於觀眾使用意圖之影響。因此,本研究以遊戲化理論中的Mechanics, Dynamics, Emotions(MDE)架構為基礎,探討遊戲化機制對於觀眾持續使用直播意圖之影響。透過網路問卷調查,共回收520份有效問卷,研究結果顯示遊戲化機制對於即時互動與沉浸有正向顯著影響;即時互動對沉浸與歸屬感有正向顯著影響;沉浸對於歸屬感有正向顯著影響,歸屬感會進一步提升觀眾的持續使用意圖。此外,高感知自主對歸屬感影響持續使用意圖方面具有干擾效果。本研究結果將作為直播平台業者執行策略時之參考。[[notice]]補正完
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