Abstract
This article presents a qualitative analysis of data obtained via semi-structured interviews on the preferences of users regarding 7th- and 8th-generation video games. The study evaluates the factors that influence consumption choices regarding these video games, with a focus on the Xbox 360, Nintendo Wii, PlayStation 3, Xbox One, PlayStation 4 and Wii U platforms. Nine profiles of consumption are identified, measured according user values and consumption preferences from the participants analyzed. The results of the analysis are arranged according to defined categories that describe the phenomena studied. The study concludes that factors such as love for the brand, technological convergence, social positioning, perceived risk, and attraction to the design of the equipment influence the process of use and consumption with respect to the technological devices studied.
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Arruda Filho, E. J. M., & Gammarano, I. de J. L. P. (2018). For every “game over” there is a “play again”: Analysis of user preferences regarding 7th- and 8th-generation video games consoles. Journal of High Technology Management Research, 29(1), 46–56. https://doi.org/10.1016/j.hitech.2018.04.005
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