Investigating the Behaviors of Mobile Games and Online Streaming Users for Online Marketing Recommendations

Investigating the Behaviors of Mobile Games and Online Streaming Users for Online Marketing Recommendations

Shu-hsien Liao, Wei-Lun Chiu
Copyright: © 2021 |Pages: 23
DOI: 10.4018/IJOM.2021010103
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Abstract

Mobile games have become online leisure and communication activities, so in recent years, different generation players have gradually become more involved in mobile games and the market has grown. Online streaming refers to entertainment and communicate in the form of a real-time broadcast on the internet, such as mobile gaming apps which create a one-stop game audio-visual interactive online marketing and social media/network platforms. Using a market survey on Taiwan players, a total of 1,020 questionnaires data are incorporated into a relational database. Big data analytics, including cluster analysis and association rules, are used to determine game players' profiles and their preference patterns and rules. Using cluster analysis, the authors divide Taiwan mobile game players into three clusters and then find each group's profiles. In addition, this study develops a rule-based recommendation approach, association rules, for investigating mobile games players' online streaming and purchasing behaviors in terms of online marketing recommendations.
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Introduction

Mobile game software is executed on a mobile device, such as a mobile phone, tablet or a hand-held gaming device. Because of the popularity of mobile devices, mobile games have quickly captured the electronic market (Browne & Anand, 2012). Similarly to a massive multiplayer online game (MMO) on a desktop computer, mobile game devices support online multiplayer games (such as PRG and co-fighting game) or single player games (match-three puzzle game) (Feijoo et al., 2012). A good adhesion strategy gets the most out of the crowd by making the player stay as long as possible in the mobile game (Laine & Suk, 2015). Using mainline tasks, emergency replicas, games and service design, samsara and hell levels and other gifts or rewards means that players to log into the game many times a day, the games infiltrate every moment of daily life and mobile games become daily necessities, reducing the possibility that players are lost (Chang & Chin, 2011). With the popularity of touch devices and wireless networks, moving online games from bulky computers to lightweight mobile devices allows players to be online at any point in time, making it easy or even necessary to participate in each task (Penttinen et al., 2019). When the game is tied to a social network such as Facebook, the mobility of the game is increased and online streaming gaming and social network activities become ubiquitous (Evans & Saker, 2019). Stress relief and the need for entertainment also create an instantaneous reaction and focus. Mobile games also give players self-confidence role (Balakrishnan & Griffiths, 2018). Mobile games have become a leisure and recreation activity, so in recent years, different generation players have gradually become more involved in mobile games and the mobile game market has grown (Civelek et al., 2018).

Online streaming has become increasingly popular with the availability of broadband networks and the increase in computing power and electronic distribution (Wang & Nadda, 2015). Only electronic media and enterprises can be broadcast and information systems (IS) is available to general Internet users and families (Al-Weshah, 2018). Online streaming refers to entertainment in the form of a real-time video broadcast on the Internet on an online audio and video (AV) platform (Payne et al., 2017). Mobile gaming apps, such as YouTube Gaming and Google Play, create a one-stop game audio-visual interactive online streaming platform. Mobile gaming apps also provide a social network with a mechanism in which players, moderator, fans and web celebrities can interact and chat online in real time (Koukopoulos & Styliaras, 2013). Mobile gaming apps allow players to support their favorite gamers through interactions between players and moderators in a real streaming environment. The sponsorship function for professional players and advertising generate different types of income, which improves the quality of creation (Hasan et al., 2018). Games using a traditional joystick or video game consoles allow player alliances and interaction between mobile games. Mobile gaming, online streaming, social networks and online purchases are technological developments that give online marketing opportunities (Hsiao & Chen, 2016).

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