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首页> 外文期刊>Central European Business Review >Players as Prosumers – How Customer Engagement in Game Modding May Benefit Computer Game Market
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Players as Prosumers – How Customer Engagement in Game Modding May Benefit Computer Game Market

机译:球员作为制度 - 如何在游戏莫德制定的客户订婚可能会使计算机游戏市场受益

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Consumers play extra-role behaviours while actively participating in designing and improving goods and services, thus becoming prosumers. Modding, i.e. game modifications which aim at creating a new or improving experience for the players, is an interesting form of prosumption observed in the game industry. The general purpose of the study is to identify to what extent players are willing to perform game modding, as well as who and how may benefit from this extra-role behaviour. Qualitative research was conducted in the form of focus groups with Polish game players. Results of the conducted research allow identifying benefits for four groups of beneficiaries, i.e., players as mod users (game diversification, better customisation, higher quality of games, more realism of the game, fun and excitement to play a modified or a new game, prolonged games’ lifespans), modders as mod creators (creativity, gaining knowledge about how to create a game, social affiliation and pride or career development) game developers (extending games’ lifespans, updating, and renewing game, improving the quality of games, the opportunity to reach a wider audience) and intermediaries like cloud gaming platforms which share the benefits with game developers.Implications for Central European audience: The study provides evidence that customers’ inclination to prosume may vary and is stimulated by specific drivers in the form of perceived benefits. Thus, the research supports Adam’s equity theory. From the managerial perspective, the current study provides useful, actionable guidance on how to encourage players to engage in real prosumtion in virtual worlds. Game producers need to learn about their customers’ needs outside of normal exchange processes. Players shall be perceived as an inseparable part of the gaming industry, who deliver an extra value to the market by game modding activities.
机译:消费者在积极参与设计和改善商品和服务时发挥额外角色行为,从而成为制度。修改,即旨在为球员创造新的或改善经验的游戏修改,是游戏行业中观察到的有趣的起步形式。该研究的一般目的是识别参与者愿意在多大程度上愿意进行游戏修改,以及谁以及如何从这种额外角色行为中受益。定性研究以焦点小组的形式进行了波兰游戏玩家进行。进行的研究结果允许识别四组受益人的福利,即球员作为MOD用户(游戏多样化,更好地定制,更高质量的游戏,比赛的更具现实主义,播放修改或新游戏的乐趣和兴奋,延长游戏的“寿命”),Modders作为Mod创作者(创造力,如何创造一个游戏,社会附属和骄傲或职业发展)游戏开发商(扩展游戏的寿命,更新和更新游戏,提高游戏质量,达到更广泛的受众的机会和云游戏平台等中介机构,这些平台与游戏开发人员共享了与游戏开发人员的好处。中欧观众的简单感知的好处。因此,该研究支持亚当的股权理论。从管理角度来看,目前的研究提供了有关如何鼓励参与者在虚拟世界中进行实际撤销的有用,可行的指导。游戏生产者需要了解他们的客户需求在正常交换过程之外。球员应被视为游戏行业的不可分割的部分,他们通过游戏制定活动向市场提供额外的价值。

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