Groups of Gamers: Market Segmentation of Brazilian Electronic Gamers

Detalhes bibliográficos
Autor(a) principal: Souza, Lucas
Data de Publicação: 2021
Outros Autores: Freitas, Ana Augusta, Heineck, Luiz Fernando, Wattes, Jorge Luiz
Tipo de documento: Artigo
Idioma: eng
por
Título da fonte: BBR. Brazilian Business Review (English edition. Online)
Texto Completo: http://www.bbronline.com.br/index.php/bbr/article/view/642
Resumo: 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.
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spelling Groups of Gamers: Market Segmentation of Brazilian Electronic GamersOs Grupos de Gamers: Segmentação de Mercado dos Jogadores de Jogos EletrônicosElectronic gamesmarket segmentationconsumer behaviorself-organizing mapsBrazilJogos eletrônicossegmentação de mercadocomportamento do consumidorself-organizing mapsBrasilThe 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.A indústria de jogos eletrônicos é um setor econômico novo, dinâmico e de rápido crescimento. No entanto, esta não conhece o perfil de seus consumidores. O objetivo desta pesquisa é analisar grupos de consumidores de jogos eletrônicos no mercado brasileiro a partir de características sociodemográficas, comportamentais e de intenções de gastos com esses produtos. Utilizando a literatura de segmentação de mercado e as variáveismotivacionais encontradas na literatura de jogos eletrônicos, este artigo utilizou-se de self-organizing maps e ANOVA para traçar uma análise de segmentação com base em uma pesquisa com 601 jogadores de jogos eletrônicos. Os resultados mostram a existência de cinco grupos diferentes de jogadores, que precisam ser atendidos por estratégias diferentes. O primeiro grupo foi formado pelos jogadores que jogam o tempo todo. O segundotem características parecidas com o primeiro, mas com menos tempo para jogar. O terceiro grupo foi formado por jogadores profissionais. O quartoe o quinto grupo são os novos desafios para as empresas de jogos.FUCAPE Business Shool2021-03-02info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionPeer-reviewed ArticleArtigo revisado pelos paresapplication/pdfapplication/pdfhttp://www.bbronline.com.br/index.php/bbr/article/view/64210.15728/bbr.2021.18.2.4Brazilian Business Review; Vol. 18 No. 2 (2021): March to April 2021; 177-195Brazilian Business Review; v. 18 n. 2 (2021): Março a Abril de 2021; 177-1951808-23861807-734Xreponame:BBR. Brazilian Business Review (English edition. Online)instname:Fucape Business School (FBS)instacron:FBSengporhttp://www.bbronline.com.br/index.php/bbr/article/view/642/966http://www.bbronline.com.br/index.php/bbr/article/view/642/967Copyright (c) 2019 Brazilian Business Reviewhttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessSouza, LucasFreitas, Ana AugustaHeineck, Luiz FernandoWattes, Jorge Luiz2021-03-02T01:06:15Zoai:ojs.pkp.sfu.ca:article/642Revistahttps://www.bbronline.com.br/index.php/bbr/indexONGhttp://www.bbronline.com.br/index.php/bbr/oai|| bbronline@bbronline.com.br1808-23861808-2386opendoar:2021-03-02T01:06:15BBR. Brazilian Business Review (English edition. Online) - Fucape Business School (FBS)false
dc.title.none.fl_str_mv Groups of Gamers: Market Segmentation of Brazilian Electronic Gamers
Os Grupos de Gamers: Segmentação de Mercado dos Jogadores de Jogos Eletrônicos
title Groups of Gamers: Market Segmentation of Brazilian Electronic Gamers
spellingShingle Groups of Gamers: Market Segmentation of Brazilian Electronic Gamers
Souza, Lucas
Electronic games
market segmentation
consumer behavior
self-organizing maps
Brazil
Jogos eletrônicos
segmentação de mercado
comportamento do consumidor
self-organizing maps
Brasil
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
author Souza, Lucas
author_facet Souza, Lucas
Freitas, Ana Augusta
Heineck, Luiz Fernando
Wattes, Jorge Luiz
author_role author
author2 Freitas, Ana Augusta
Heineck, Luiz Fernando
Wattes, Jorge Luiz
author2_role author
author
author
dc.contributor.author.fl_str_mv Souza, Lucas
Freitas, Ana Augusta
Heineck, Luiz Fernando
Wattes, Jorge Luiz
dc.subject.por.fl_str_mv Electronic games
market segmentation
consumer behavior
self-organizing maps
Brazil
Jogos eletrônicos
segmentação de mercado
comportamento do consumidor
self-organizing maps
Brasil
topic Electronic games
market segmentation
consumer behavior
self-organizing maps
Brazil
Jogos eletrônicos
segmentação de mercado
comportamento do consumidor
self-organizing maps
Brasil
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.
publishDate 2021
dc.date.none.fl_str_mv 2021-03-02
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
Artigo revisado pelos pares
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://www.bbronline.com.br/index.php/bbr/article/view/642
10.15728/bbr.2021.18.2.4
url http://www.bbronline.com.br/index.php/bbr/article/view/642
identifier_str_mv 10.15728/bbr.2021.18.2.4
dc.language.iso.fl_str_mv eng
por
language eng
por
dc.relation.none.fl_str_mv http://www.bbronline.com.br/index.php/bbr/article/view/642/966
http://www.bbronline.com.br/index.php/bbr/article/view/642/967
dc.rights.driver.fl_str_mv Copyright (c) 2019 Brazilian Business Review
http://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2019 Brazilian Business Review
http://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
application/pdf
dc.publisher.none.fl_str_mv FUCAPE Business Shool
publisher.none.fl_str_mv FUCAPE Business Shool
dc.source.none.fl_str_mv Brazilian Business Review; Vol. 18 No. 2 (2021): March to April 2021; 177-195
Brazilian Business Review; v. 18 n. 2 (2021): Março a Abril de 2021; 177-195
1808-2386
1807-734X
reponame:BBR. Brazilian Business Review (English edition. Online)
instname:Fucape Business School (FBS)
instacron:FBS
instname_str Fucape Business School (FBS)
instacron_str FBS
institution FBS
reponame_str BBR. Brazilian Business Review (English edition. Online)
collection BBR. Brazilian Business Review (English edition. Online)
repository.name.fl_str_mv BBR. Brazilian Business Review (English edition. Online) - Fucape Business School (FBS)
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