Monday, August 26, 2019

Buyer Behavior Proposal Essay Example | Topics and Well Written Essays - 3250 words

Buyer Behavior Proposal - Essay Example This research aims to evaluate and present the underlying reasons why the people are hooked to play video games. These reasons could be attributed by its ability to allow the players to perform real-life physical movements through using its unique, motion-sensing controllers.The game console is also purposely designed with compelling characters, different opponent as targets and incorporated with various challenges. To make the game more exciting, the players were required to make critical decisions at specific junctures and match a blend of action and strategies in order to win the game or to perceive their primary goals. The innovations of built-in voice technology in the video games such as voice chat and voice command also increased the fascination of the gamers to play even more console games because they could command and control the characters’ actions through dictation or voice-based their strategies. In addition, the voice technology also enables the player to interco nnect with other players and make it more easy and convenient to play as a team. The latter becomes the significant factor to consider video gaming as social and community –driven pastime. The evidence of this claim was proven by the research conducted by the International Digital Software Association in the recent year. The findings revealed that 60% of gamers were playing with friends, 33% were playing with siblings, and 25% were playing with spouses or parents. ... ideo games could be attributed by its ability to allow the players to perform real-life physical movements through using its unique, motion-sensing controllers (Limperos et al, 2011).The game console is also purposely designed with compelling characters, different opponent as targets and incorporated with various challenges. To make the game more exciting, the players were required to make critical decisions at specific junctures and match a blend of action and strategies in order to win the game or to perceive their primary goals (GamePro, 2011). The innovations of built-in voice technology in the video games such as voice chat and voice command also increased the fascination of the gamers to play even more console games because they could command and control the characters’ actions through dictation or voice-based their strategies. In addition, the voice technology also enables the player to interconnect with other players and make it more easy and convenient to play as a te am. The latter becomes the significant factor to consider video gaming as social and community –driven pastime. The evidence of this claim was proven by the research conducted by the International Digital Software Association in the recent year. The findings revealed that 60% of gamers were playing with friends, 33% were playing with siblings, and 25% were playing with spouses or parents (Mangis, 2003, p. 113). Due to the changing pastime or leisure of consumers, the market for digital playground has significantly increased. In 2002, the consumers’ expenditures for gaming had reached up to $ 6.9 billion, placing gaming as the number one industry (Mangis, 2003, p.113). Such in the case in the launching of the Nintendo 3DS in the UK market in 2011. The game console was abruptly sold out some

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