This document discusses preliminary findings from a dissertation thesis about digital video games and consumer behavior. It presents a model of digital content consumption involving awareness, interest, desire, and actions. It also displays word clouds from interviews with hardcore gamers and notes the study is in progress.
1. Digital Video Games
& Consumer Behavior
DISSERTATION THESIS:
PRELIMINARY
FINDINGS
DO NOT SHARE WITHOUT PERMISSION
Source: G. Accart, 2012. Comments? Contact: gaccart@escem.fr
2. Digital Content Consumption Theory
Awareness Interest Desire Actions
Friends
Endorsers
Network
Additional
Content
Promotion
CORE CONSUMER
CORE CONSUMER
Price
Gains
Mobility
Connectivity
+
Multiplayers
IN PROGRESS Convenience
Availability
DIGITAL VIDEO Time
GAMES
CONSUMPTION
Payment
CONSUMER
Trust Security
CASUAL
Obtention
-
Exclusive
Materialism Collection
Product
Source: G. Accart, 2012. Contact: gaccart@escem.fr
3. Data Display – Words Cloud
Hardcore Gamers Interviews
IN PROGRESS
Source: G. Accart, 2012. Comments? Contact: gaccart@escem.fr