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...

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Main Authors: Khaleghi, K., Lugmayr, Artur
Format: Conference Paper
Published: 2012
Online Access:http://hdl.handle.net/20.500.11937/46162
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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.
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format Conference Paper
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institution Curtin University Malaysia
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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