Groups of Gamers: Market Segmentation of Brazilian Electronic Gamers
The electronic games industry is a new, dynamic, and fast-growing economic sector. However, organizations in this industry do not know the profile of their consumers. In view of this knowledge gap, the objective of this research paper is to analyze groups of electronic games consumers in the Brazili...
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FUCAPE Business School
2021
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oai:doaj.org-article:985c68d7d9c34b648fd26ca173880a5f2021-11-11T15:48:08ZGroups of Gamers: Market Segmentation of Brazilian Electronic Gamers1807-734X10.15728/bbr.2021.18.2.4https://doaj.org/article/985c68d7d9c34b648fd26ca173880a5f2021-01-01T00:00:00Zhttp://www.redalyc.org/articulo.oa?id=123067049004https://doaj.org/toc/1807-734XThe electronic games industry is a new, dynamic, and fast-growing economic sector. However, organizations in this industry do not know the profile of their consumers. In view of this knowledge gap, the objective of this research paper is to analyze groups of electronic games consumers in the Brazilian market, in terms of their socio-demographic, behavioral, and expenditure characteristics. Using market segmentation literature and motivational variables found in games literature, this paper uses self-organizing maps and analysis of variance to segment 601 Brazilian gamers. The results demonstrate the existence of five different groups of games players and that, in order to reach each group, different strategies need to be used. The first group consists of t players who play all the time. The second has the same features as the first, but they do not have the same amount of time available to play. The third group consists of pro players. The fourth group and fifth group are the new challenge for games companies.Lucas SouzaAna Augusta FreitasLuiz Fernando HeineckJorge Luiz WattesFUCAPE Business Schoolarticleelectronic gamesmarket segmentationconsumer behaviorselforganizing mapsbrazilBusinessHF5001-6182ENPTBBR: Brazilian Business Review, Vol 18, Iss 2, Pp 177-195 (2021) |
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electronic games market segmentation consumer behavior self organizing maps brazil Business HF5001-6182 |
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electronic games market segmentation consumer behavior self organizing maps brazil Business HF5001-6182 Lucas Souza Ana Augusta Freitas Luiz Fernando Heineck Jorge Luiz Wattes Groups of Gamers: Market Segmentation of Brazilian Electronic Gamers |
description |
The electronic games industry is a new, dynamic, and fast-growing economic sector. However, organizations in this industry do not know the profile of their consumers. In view of this knowledge gap, the objective of this research paper is to analyze groups of electronic games consumers in the Brazilian market, in terms of their socio-demographic, behavioral, and expenditure characteristics. Using market segmentation literature and motivational variables found in games literature, this paper uses self-organizing maps and analysis of variance to segment 601 Brazilian gamers. The results demonstrate the existence of five different groups of games players and that, in order to reach each group, different strategies need to be used. The first group consists of t players who play all the time. The second has the same features as the first, but they do not have the same amount of time available to play. The third group consists of pro players. The fourth group and fifth group are the new challenge for games companies. |
format |
article |
author |
Lucas Souza Ana Augusta Freitas Luiz Fernando Heineck Jorge Luiz Wattes |
author_facet |
Lucas Souza Ana Augusta Freitas Luiz Fernando Heineck Jorge Luiz Wattes |
author_sort |
Lucas Souza |
title |
Groups of Gamers: Market Segmentation of Brazilian Electronic Gamers |
title_short |
Groups of Gamers: Market Segmentation of Brazilian Electronic Gamers |
title_full |
Groups of Gamers: Market Segmentation of Brazilian Electronic Gamers |
title_fullStr |
Groups of Gamers: Market Segmentation of Brazilian Electronic Gamers |
title_full_unstemmed |
Groups of Gamers: Market Segmentation of Brazilian Electronic Gamers |
title_sort |
groups of gamers: market segmentation of brazilian electronic gamers |
publisher |
FUCAPE Business School |
publishDate |
2021 |
url |
https://doaj.org/article/985c68d7d9c34b648fd26ca173880a5f |
work_keys_str_mv |
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_version_ |
1718433904841457664 |