玩家是消费者-游戏修改中的客户参与如何使计算机游戏市场受益

IF 1.6 Q3 BUSINESS Central European Business Review Pub Date : 2020-12-07 DOI:10.18267/j.cebr.261
Anna Dewalska-Opitek, Magdalena Hofman-Kohlmeyer
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引用次数: 1

摘要

消费者在积极参与设计和改进商品和服务的同时,扮演着额外的角色,从而成为生产消费者。修改,即旨在为玩家创造新的或改善体验的游戏修改,是游戏行业中观察到的一种有趣的进步形式。该研究的总体目的是确定玩家愿意在多大程度上进行游戏修改,以及谁以及如何从这种额外角色行为中受益。以焦点小组的形式对波兰游戏玩家进行了定性研究。所进行的研究结果确定了四组受益者的好处,即:玩家作为mod用户(游戏多样化、更好的定制、更高质量的游戏、更逼真的游戏、玩修改或新游戏的乐趣和兴奋感、延长游戏寿命),MODDER作为mod创作者(创造力,获得关于如何创建游戏的知识,社会关系和自豪感或职业发展)游戏开发商(延长游戏的寿命,更新和更新游戏,提高游戏质量,接触更广泛受众的机会)和与游戏开发商共享利益的云游戏平台等中介机构。对中欧受众的影响:这项研究提供了证据,表明客户对食物的偏好可能会有所不同,并受到特定驱动因素以感知利益形式的刺激。因此,该研究支持了亚当的公平理论。从管理的角度来看,目前的研究为如何鼓励玩家在虚拟世界中参与真实的制作提供了有用的可操作的指导。游戏制作人需要了解客户在正常交换流程之外的需求。玩家应被视为游戏产业不可分割的一部分,他们通过游戏改装活动为市场带来额外价值。
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Players as Prosumers - How Customer Engagement in Game Modding May Benefit Computer Game Market
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 new or improving experience to the players is an interesting form of prosumption observed in 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 allowed to identify benefits for four group 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 inseparable part of gaming industry, who deliver an extra value to the market by game modding activities.
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来源期刊
Central European Business Review
Central European Business Review Business, Management and Accounting-Business and International Management
CiteScore
3.10
自引率
7.70%
发文量
27
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