16 research outputs found

    Game mechanics and aesthetics differences for tangible and intangible goods provided via social media

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    Companies aspire to fulfil consumers’ needs, wants and desires by offering products and services. Due to globalization and digitization, the world became a small village by facilitating the obtainability of products/services across the globe. Furthermore, the online purchasing via social platforms mirrors the traditional purchasing process. Gamification, game techniques and elements have been employed in the different domain for engaging and motivating consumers, students, end-users in numerous countries and cultures. Gamification is considered the appliance of game techniques and game elements in the non-game environment. It’s been adjusted in different models founded as a need to explore and explain variables, phenomena and theories. Game mechanics as one of the game elements are applied in different disciplines to achieve better performance, fruitful collaboration, active and enthusiastic participation, creating enjoyable, pleasurable and entertaining environment. Aesthetics are described as the sensory part that game evoke within the player. To identify the differences within consumers who purchase via social media when game mechanics and aesthetics are applied, the chi-square test for independence has been employed. The results estimate that the association between products and services as variables is not statistically significant and the relationship between them is weak or moderated. The findings of this research are useful for private companies and other interested stakeholders. © 2019, Sciendo. All rights reserved.Internal Grant Agency of Tomas Bata University in Zlin [IGA/FaME/2018/2020

    Portable Screen Time and Kindergarteners’ Attention with Content as a Potential Moderator

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    Portable screens such as smart phones and tablets are a normal part of children’s everyday lives, yet excessive media use presents a multitude of health and developmental concerns. Specifically, the impact of portable screen time on children’s attention is unknown, and screen time could potentially result in negative outcomes including poor school readiness and social difficulties. The purpose of this study was to assess the relationship between portable screen time and kindergarteners’ attention (the first research question), and to investigate learning content as a potential moderator (the second research question). Data were collected using the Preschool and Kindergarten Behaviors Scale, 2nd Edition attention subscales and questionnaires on portable screen time and content, and analyzed via hierarchical multiple regression. Results included a significant relationship between screen time and attention, where, as screen time increased, attention decreased, and insignificant findings for a moderating relationship between screen time and content on attention. It was recommended that adults monitor children’s portable screen time to ensure attention is not compromised, and that screen time be utilized for educational purposes using quality programming. Recommendations for future research include studies which address portable screen time and learning content, structure/pacing, interactivity, and context of children’s screen time

    Gamification Design for Mobile Marketing Effectiveness

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    Retailing and other business sectors have been buffeted by the diffusion of mobile technology. Millennials, in particular, consider such technology indispensable and have lately been using it for gaming applications. In order to thrive in the new mobile and game centric world, retailers will need to adapt and leverage mobile game-like applications using the process known as gamification. Our own sense is that the gamified interfaces currently offered by firms mostly miss the mark. We provide a systematic overview of game design and point out how principles derived from that field are highly applicable to gamified retail apps as well as to other firm offerings with game like elements. We are aided in our systematic approach by the work of Schell (2008) whose Elemental Game Tetrad Model allows us to offer a coherent look at the gamification antecedents of its psychological and marketing outcomes.Retailing and other business sectors have been buffeted by the diffusion of mobile technology. Millennials, in particular, consider such technology indispensable and have lately been using it for gaming applications. In order to thrive in the new mobile and game centric world, retailers will need to adapt and leverage mobile game-like applications using the process known as gamification. Our own sense is that the gamified interfaces currently offered by firms mostly miss the mark. We provide a systematic overview of game design and point out how principles derived from that field are highly applicable to gamified retail apps as well as to other firm offerings with game like elements. We are aided in our systematic approach by the work of Schell (2008) whose Elemental Game Tetrad Model allows us to offer a coherent look at the gamification antecedents of its psychological and marketing outcomes.http://deepblue.lib.umich.edu/bitstream/2027.42/111727/1/1274_Manchanda.pdfhttp://deepblue.lib.umich.edu/bitstream/2027.42/111727/3/1274_Manchanda.pdfhttp://deepblue.lib.umich.edu/bitstream/2027.42/111727/5/1274_Manchanda_Aug15.pdfDescription of 1274_Manchanda.pdf : April 2015 - proper coverDescription of 1274_Manchanda_Aug15.pdf : August 2015 revisio

    Investigating Roles of Self-Efficacy on Mobile Games Adoption in Indonesia

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    The gaming industry has become one of the most promising markets, and playing a game is also has been considered as the best leisure and entertainment activities in the last few decades. Understanding how consumers within the market behave is important to decide the best marketing strategy to be applied to achieve a competitive advantage in the market. Technology Acceptance Model (TAM) has been widely used to examine the adoption of technology and/or information system-related products. This study's main purpose is to investigate player’s intention to play games on a mobile platform in Indonesia. We predict self-efficacy as the keys determinant factor that could affect player’s adoption of mobile games. Data calculation conducted by utilizing SmartPLS 3.2. The finding of this study proved that self-efficacy is a strong determinant of players’ mobile game adoption. Besides, we found interesting results in which perceived ease of use and attitude toward use did not have a significant direct effect on players’ intention to play mobile games. Theoretically, this study provides an integrated conceptual model to explain the role of self-efficacy on mobile game adoption. Strategically, this study results could help mobile game marketers to build the best marketing strategy for their targeted players

    The effect of different scripting methods on the process and outcomes of game-based collaborative language learning

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    Abstract. There has been growing interest in game-based language learning but instead of communicative skills, it mainly targeted vocabulary and grammar which are superficial linguistic skills. On the other hand, collaboration has also been seen as pedagogically beneficial though there is still a question as to what extent teacher’s support in the form of scripting is optimal. Addressing the gaps, this mainly quasi-experimental study was implemented in an English as a second language lesson to examine whether or not role assigning (microscripting) in a game-based collaboration would yield superior results than the condition without such method (macroscripting). To be specific, a narratively rich role-playing game (RPG) was utilized in the game-based learning phase due to its compatibility for language learning, proceeded by literature circle collaboration which had been renowned for its capability to foster not only reading skill but also the affective dimension of learning. Inferential statistics showed that groups treated with microscripting achieved superior reading comprehension, collaborative learning interest and empathy scores. Meanwhile, content analysis revealed that groups assisted by macroscripting could reach higher levels of knowledge construction in their collaboration. Findings, discussion and conclusion in this study have extended the field of game-based collaborative language learning and brought implications for similar future research

    Essays on Price and Usage Effects

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    The dissertation analyzes and combines two fields that are especially relevant for managers and researchers in the area of marketing: consumers’ purchase and post-purchase behavior. More precisely, price effects and usage effects
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