Video game market segmentation based on user behavior
Games excited generations in various societies: from the very simple physical form - to the latest generation of digital games - in the world where we are living. They always played an important role in every aspect of human life. The initial forces behind games where means as social interaction, pu...
| Main Authors: | , |
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| Format: | Conference Paper |
| Published: |
2012
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| Online Access: | http://hdl.handle.net/20.500.11937/46162 |
| _version_ | 1848757482815488000 |
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| author | Khaleghi, K. Lugmayr, Artur |
| author_facet | Khaleghi, K. Lugmayr, Artur |
| author_sort | Khaleghi, K. |
| building | Curtin Institutional Repository |
| collection | Online Access |
| description | Games excited generations in various societies: from the very simple physical form - to the latest generation of digital games - in the world where we are living. They always played an important role in every aspect of human life. The initial forces behind games where means as social interaction, pure entertainment, edutainment, or simply to have fun. However, from the initial forces, games emerged towards a tool for empowering creativity and the game industry turned into a largely profitable industry. Within the scope of this paper, we describe the key findings that are indicating the common trends in gaming industry, we evaluate key technologies contributing to the game industry, and try to understand game preferences of game players and the specifics of behavioral patterns in different game genres. © 2012 ACM. |
| first_indexed | 2025-11-14T09:28:48Z |
| format | Conference Paper |
| id | curtin-20.500.11937-46162 |
| institution | Curtin University Malaysia |
| institution_category | Local University |
| last_indexed | 2025-11-14T09:28:48Z |
| publishDate | 2012 |
| recordtype | eprints |
| repository_type | Digital Repository |
| spelling | curtin-20.500.11937-461622017-09-13T15:04:46Z Video game market segmentation based on user behavior Khaleghi, K. Lugmayr, Artur Games excited generations in various societies: from the very simple physical form - to the latest generation of digital games - in the world where we are living. They always played an important role in every aspect of human life. The initial forces behind games where means as social interaction, pure entertainment, edutainment, or simply to have fun. However, from the initial forces, games emerged towards a tool for empowering creativity and the game industry turned into a largely profitable industry. Within the scope of this paper, we describe the key findings that are indicating the common trends in gaming industry, we evaluate key technologies contributing to the game industry, and try to understand game preferences of game players and the specifics of behavioral patterns in different game genres. © 2012 ACM. 2012 Conference Paper http://hdl.handle.net/20.500.11937/46162 10.1145/2393132.2393194 restricted |
| spellingShingle | Khaleghi, K. Lugmayr, Artur Video game market segmentation based on user behavior |
| title | Video game market segmentation based on user behavior |
| title_full | Video game market segmentation based on user behavior |
| title_fullStr | Video game market segmentation based on user behavior |
| title_full_unstemmed | Video game market segmentation based on user behavior |
| title_short | Video game market segmentation based on user behavior |
| title_sort | video game market segmentation based on user behavior |
| url | http://hdl.handle.net/20.500.11937/46162 |