Last week has seen the introduction of the updated Nintendo DS, the DSi. Approximately 100 million for the Nintendo have been sold 50 million PSPs, its nearest competitor on the portable console market. The future is less rosy: Nintendo has seen decreasing sales numbers from the DS to the DS lite. Is there a saturation of the market or are potential mobile gamers increasingly taking the mobile phone serious as a portable gaming device? It is interesting to see that through touch screen several..
Often public organizations are accused of passive or reactionary public relations strategies. I am a great supporter for the adoption soft selling approaches by government institutions. The world of (mobile) gaming e.g. can be an effective channel for informing customers.
Utrecht is the main rail transport hub of the Netherlands. The city decided to drastically renovate the railway station and city area around it. Citizen needed to be informed about the drastical changes taking place in the cit..
playing computergames online is very popular and growing. but the user still has to run the application on his own computer or console, with the onlive setup box a simple computer without any advanced graphic card can run the latest games on tv.
the idea behind this is software as a service for the game industry, the user sends all keyboard imput to the online "super" computer that will calculate the screens, this fast enough to provide gameplay that could put the xbox360, the ps3 and the wii ..
Videogames have traditionally behaved as information goods much like music and films. However, through the rising popularity of downloadable content (DLC), game and console producers, as well as consumers are witnessing a revolution in gaming.
Downloadable content has already caused restructuring in pricing through versioning, as well as in the networks themselves where the consumers also produce content themselves. Yet DLC is still a developing phenomenon with new applications being constantly..
We studied the consumer perceptions of mobile games and found that the fundamental objective constructs can be categorized into (1) satisfaction of quality expectations, (2) gaming experience, (3) ease/quickness of setup, and (4) social aspects. The means objectives are categorized into (1) audiovisual effects, (2) customer support, (3) product information, (4) product comparison, (5) trust, and (6) independence of time and place in purchasing process. Using cluster analysis, we were able to c..