Pretražite po imenu i prezimenu autora, mentora, urednika, prevoditelja

Napredna pretraga

Pregled bibliografske jedinice broj: 1145425

EXPERIENCE MARKETING IN VIDEO GAMING INDUSTRY


Gregurec, Iva; Dobrinić, Damir; Šarić, Ante
EXPERIENCE MARKETING IN VIDEO GAMING INDUSTRY // Proceedings of 27th CROMAR Congress - Let the masks fall - New consumer in business and research / Leko Šimić, Mirna (ur.).
Osijek: Faculty of Economics in Osijek, Josip Juraj Strossmayer University of Osijek, CROMAR and Croatian Academy of Science and Arts, 2021. str. 90-109 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)


CROSBI ID: 1145425 Za ispravke kontaktirajte CROSBI podršku putem web obrasca

Naslov
EXPERIENCE MARKETING IN VIDEO GAMING INDUSTRY

Autori
Gregurec, Iva ; Dobrinić, Damir ; Šarić, Ante

Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni

Izvornik
Proceedings of 27th CROMAR Congress - Let the masks fall - New consumer in business and research / Leko Šimić, Mirna - Osijek : Faculty of Economics in Osijek, Josip Juraj Strossmayer University of Osijek, CROMAR and Croatian Academy of Science and Arts, 2021, 90-109

ISBN
978-953-253-184-8

Skup
27th CROMAR Congress Let the masks fall: New consumer in business and research (CROMAR 2021)

Mjesto i datum
Osijek, Hrvatska, 22.09.2021. - 24.09.2021

Vrsta sudjelovanja
Predavanje

Vrsta recenzije
Međunarodna recenzija

Ključne riječi
experience marketing, customer experience, gaming industry, video games

Sažetak
Purpose: This paper is about experience marketing and how it affects video gaming industry and especially how it affects gamers. First part of the paper defines theoretical background of experience marketing and how it can affect customer experience. Given that the focus of this paper is on usage of experience marketing in video gaming industry the paper also shows theoretical background of how experience marketing can affect gamers. Finally, the paper shows how companies can benefit from usage of experience marketing in video gaming industry. Methodology: The paper shows the results of quantitative research about the influence of experience marketing on gamers, and for this purpose, collecting primary data on nonprobability sampling, convenience sample was conducted. Results: In the paper statistical analysis was done on answers of 42 gamers from different countries, whose average age was 29 years old and with an average of 14 years of gaming experience. The main conclusions are that they choose a particular game to play based on recommendations of their friends and by checking online forums and reviews before they make purchasing decision. Also, it is important for them that the hardware supports the video game they want to play on highest settings and performances level no matter if it’s about free versions or full content game. Experience they have while playing is important to them, especially because they share that experience with their friends. Sometimes emotions they experience can be different and can impact them to be a different person while playing and to experience things that they can’t in real life’s and in general they feel overall fulfilled, satisfied, and happy while playing video games. Conclusion: The aim of this paper is achieved given that through this paper, both theoretical and research part, it is possible to identify the impact of how experience marketing affect gamers, their lives and what kind of feelings and experiences they have while playing video games.

Izvorni jezik
Engleski

Znanstvena područja
Ekonomija

Napomena
Kongres je održan u suorganizaciji udruge CROMAR i
Hrvatske akademije znanosti i umjetnosti



POVEZANOST RADA


Ustanove:
Fakultet organizacije i informatike, Varaždin

Profili:

Avatar Url Damir Dobrinić (autor)

Avatar Url Iva Gregurec (autor)


Citiraj ovu publikaciju:

Gregurec, Iva; Dobrinić, Damir; Šarić, Ante
EXPERIENCE MARKETING IN VIDEO GAMING INDUSTRY // Proceedings of 27th CROMAR Congress - Let the masks fall - New consumer in business and research / Leko Šimić, Mirna (ur.).
Osijek: Faculty of Economics in Osijek, Josip Juraj Strossmayer University of Osijek, CROMAR and Croatian Academy of Science and Arts, 2021. str. 90-109 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
Gregurec, I., Dobrinić, D. & Šarić, A. (2021) EXPERIENCE MARKETING IN VIDEO GAMING INDUSTRY. U: Leko Šimić, M. (ur.)Proceedings of 27th CROMAR Congress - Let the masks fall - New consumer in business and research.
@article{article, author = {Gregurec, Iva and Dobrini\'{c}, Damir and \v{S}ari\'{c}, Ante}, editor = {Leko \v{S}imi\'{c}, M.}, year = {2021}, pages = {90-109}, keywords = {experience marketing, customer experience, gaming industry, video games}, isbn = {978-953-253-184-8}, title = {EXPERIENCE MARKETING IN VIDEO GAMING INDUSTRY}, keyword = {experience marketing, customer experience, gaming industry, video games}, publisher = {Faculty of Economics in Osijek, Josip Juraj Strossmayer University of Osijek, CROMAR and Croatian Academy of Science and Arts}, publisherplace = {Osijek, Hrvatska} }
@article{article, author = {Gregurec, Iva and Dobrini\'{c}, Damir and \v{S}ari\'{c}, Ante}, editor = {Leko \v{S}imi\'{c}, M.}, year = {2021}, pages = {90-109}, keywords = {experience marketing, customer experience, gaming industry, video games}, isbn = {978-953-253-184-8}, title = {EXPERIENCE MARKETING IN VIDEO GAMING INDUSTRY}, keyword = {experience marketing, customer experience, gaming industry, video games}, publisher = {Faculty of Economics in Osijek, Josip Juraj Strossmayer University of Osijek, CROMAR and Croatian Academy of Science and Arts}, publisherplace = {Osijek, Hrvatska} }




Contrast
Increase Font
Decrease Font
Dyslexic Font