2010
DOI: 10.1002/cb.325
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Modelling consumer entertainment software choice: An exploratory examination of key attributes, and differences by gamer segment

Abstract: From virtually nowhere 20 years ago to sales of US$9.5 billion in 2007, the video game industry has now overtaken movie industry box-office receipts in terms of annual sales, and blockbuster video games can out perform blockbuster movies for opening-week sales. This dramatic growth is likely to continue in coming years. Yet there has been little scholarly attention to consumers within the industry. This research fills this gap by providing a comprehensive study of consumer behaviour in the gaming industry, usi… Show more

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Cited by 21 publications
(23 citation statements)
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References 25 publications
(32 reference statements)
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“…It is, therefore, not surprising that the topic of computer game consumption has been gaining more prominent attention from marketing and consumer research scholarship, with many studies appearing in the pages of this journal (e.g., Prugsamatz et al, 2010;Molesworth, 2006). In light of this, our introductory article to the special issue "From 'Pong' to League of Legends': consumption and marketing within, and of, computer games" reviews recent developments and outlines future research directions to inform our understanding of the marketing and consumer behaviour issues associated with this important interactive genre.…”
Section: Introductionmentioning
confidence: 98%
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“…It is, therefore, not surprising that the topic of computer game consumption has been gaining more prominent attention from marketing and consumer research scholarship, with many studies appearing in the pages of this journal (e.g., Prugsamatz et al, 2010;Molesworth, 2006). In light of this, our introductory article to the special issue "From 'Pong' to League of Legends': consumption and marketing within, and of, computer games" reviews recent developments and outlines future research directions to inform our understanding of the marketing and consumer behaviour issues associated with this important interactive genre.…”
Section: Introductionmentioning
confidence: 98%
“…In an early study, Prugsamatz et al (2010) using the theory of planned behaviour attempted to identify salient attributes that were driving Generation Y consumers to acquire computer games. Their exploratory findings suggest that the internal attitudinal components, such as having fun, escaping from boredom, and the use of creative skills, were more influential in driving computer game purchases than subjective norms and perceived behavioural control.…”
Section: Introductionmentioning
confidence: 99%
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“…Recent advances in games on PC, MAC, Console, Mobile, iPhone or iPad have increased the consumers purchase and use of these entertainment related products and services (Prugsamatz et al, 2010). According to the Entertainment Software Association in the U.S.: (1) computer and video game software sales generated $10.5 billion in 2009, (2) sixty-seven percent of American households play computer or video games, (3) the average game player is 34 years old and has been playing games for 12 years.…”
Section: Introductionmentioning
confidence: 99%
“…For example, Prugsamatz et al (2010) apply the theory of planned behavior by gamer type, showing the effects on purchase intentions. Also, Cauberghe and De Pelsmacker (2010) replicate the effect of in game advertising on brand recall and attitude.…”
Section: Introductionmentioning
confidence: 99%