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Gaming Motivations among American College Students

机译:美国大学生的游戏动机

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The purpose of this study was to examine American college students’ motivations related to video games and to identify groups exhibiting common patterns of responses. This study investigated the video gaming motivations of American college students through the adoption of a gaming motivation scale, developed by Lafrenière, et al., which was composed of 18 Likert-typed items. A questionnaire survey, administered to 191 American college students at a public university in South Texas, was employed to collect primary data for this study. The gaming motivations of these participants were examined through factor analysis, which identified four reliable factors. Cluster analysis was then employed to identify three prominent video gaming motivation groups. This research may provide practical marketing implications by proposing effective ways to better understand and target video gaming consumers. Research results may also provide direction for developing successful marketing strategies in the video gaming industry.
机译:这项研究的目的是研究美国大学生与视频游戏相关的动机,并确定表现出常见回应方式的群体。这项研究通过采用Lafrenière等人开发的游戏动机量表,调查了美国大学生的视频游戏动机,该量表由18个Likert类型的项目组成。对南得克萨斯州一所公立大学的191名美国大学生进行了问卷调查,以收集该研究的主要数据。通过因素分析检查了这些参与者的游戏动机,确定了四个可靠因素。然后采用聚类分析来确定三个突出的视频游戏动机群体。这项研究可能会通过提出有效的方法来更好地了解和定位视频游戏消费者,从而提供实际的营销意义。研究结果还可为开发视频游戏行业成功的营销策略提供指导。

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