Comportamento do consumidor de jogos eletrônicos: um estudo bibliométrico

Palabras clave: jogos eletrônicos, comportamento do consumidor, jogador, estudo bibliométrico, Consumo

Resumen

O presente estudo analisa bibliometricamente os últimos doze anos de pesquisas realizadas sobre o tema ‘comportamento do consumidor gamer’ listados nas plataformas Scopus e Periódicos Capes. Em um segundo momento o estudo destaca as abordagens metodológicas usadas e ainda sintetiza a produção selecionada, classificando e destacando sete principais temas estudados para a referida área do conhecimento e segmento da indústria: a) fatores que influenciam as relações de consumo, b) comunicação e comportamento do consumidor gamer, c) interação gamer e game, d) interação empresa e gamers, e) busca de informações para o processo decisório, f) perfil e preferências dos gamers e por fim, g) sugestão de agenda para pesquisas futuras. Por fim, cada artigo analisado e alocado em um desses temas, possibilitou apontar as principais contribuições para a referida área do conhecimento.

Descargas

La descarga de datos todavía no está disponible.

Biografía del autor/a

Célio Alves de Castro

Faculdade de Ensino Superior Santa Bárbara. Tatuí, São Paulo, Brasil. ORCID: http://orcid.org/0000-0002-7175-5182. E-mail: celio.castro@meadme.com.br

Barbara Regina Lopes Costa

FATEC Indaiatuba.  São Paulo, Brasil. ORCID: http://orcid.org/0000-0002-5756-3256 E: mail: babhy@terra.com.br

Richard de Araujo Medeiro

*CONAB. Natal, Rio Grande do Norte, Brasil. ORCID: https://orcid.org/0000-0002-6718-8912 E-mail: richardmaraujo@uol.com.br

Thel Augusto Monteiro

Universidade Metodista de Piracicaba. São Paulo, Brasil. ORCID: http://orcid.org/0000-0002-0290-1676. E-mail: thel.monteiro@unimep.br

Citas

ARAKJI, R.; LANG, K. R. Digital consumer networks and producer-consumer collaboration innovation and product development in the video game industry. Journal of Management Information Systems, v. 21, n.2, p. 195-219, 2007.
BAUMEISTER, R. F., et al. How emotion shapes behavior: feedback, anticipation, and reflection, rather than direct causation. Personality Soc. Psychol. v. 11, n. 2, p. 167-203, 2007.
BONTIS, N.; BOOKER, L. D.; SERENKO, A. The mediating effect of organizational reputation on customer loyalty and service recommendation in the banking industry. Manag. Decis, v. 45, n.9, p. 1426-1445, 2007.
BOROWIECKI, K. J.; PETRO-RODRIGUEZ, J. Video games playing: a substitute for cultural consumption? J. Cult. Econ., 2014.
BURGER-HELMCHEN, T.; COHENDET, P. User communities and social software in the Video Game Industry. Long Range Planing, v. 44, p. 317-343, 2011.
BURGESS, J.; SPINKS, W. An examination of the four factors of brand resonance and their theoretical application to video games. Journal of New Business Ideas & Trends, v. 12, n. 2, p. 37-49, 2014.
CARDOSO, R. L. et al. Pesquisa científica em contabilidade entre 1990 e 2003. Revista de Administração de Empresas. São Paulo, v. 45, n. 2, p. 34-45, abr./jun. 2005.
CHEN, C-Y. Is the Video Game a Cultural Vehicle? Games and Culture, v. 8, n. 408, Jul. 2013.
CHRISTOU, G. A comparison between experienced and inexperienced video game players’ perceptions. Human-centric Computing and Information Science, v. 3, n. 15. 2013.
CIANFRONE, B.; ZHANG, J. J; JAE KO, Y. Dimensions of motivation associated with playing sport video games Modification and extension of the Sport Video Game Motivation Scale. Sport, Business and Management, v.1, n. 2, p. 172-189, 2011.
CIPRIANI, F. Estratégia em mídias sociais: como romper o paradoxo das redes sociais e tornar a concorrência irrelevante. São Paulo: Elsevier, 2011.
COLLIS, J.; HUSSEY, R. Pesquisa em administração: um guia prático para alunos de graduação e pós-graduação. 2. ed. trad. Porto Alegre: Bookman, 2005.
COSTA, L. V.; VELOSO, A. I. Factors influencing the adoption of video games in late adulthood: a survey of older adult gamers. International Journal of Technology and Human Interaction, v. 12, n. 1, Jan-Marc, 2016.
COX, J.; KAIMANN, D. How do reviews from professional critics interact with other signals of product quality? Evidence from the video game industry. J. Consumer Behav. v.14, p. 366 - 377, 2015.
CHOI, Y. K.; LEE, S. M.; LI, H. Audio and visual distractions and implicit brand memory: a study of video game players. Journal of Advertising, v. 42, n. 2, p. 219-227, 2013.
CHUNG, S.; SPARKS, J. Motivated Processing of Peripheral Advertising Information in Video Games. Comunication Research, v. 43, n. 4, p. 518-541, 2016.
CRONIN, J. M.; McCARTHY, M. B. Fast food and fast games: An ethnographic exploration of food consumption complexity among the videogames subculture. British Food Journal, v. 113, n. 6, p. 720-743, 2011.
DENEGRI-KNOT, J.; MOLESWORTH, M. Concepts and practices of digital virtual consumption. Consumption Market & Culture, v. 13, n. 2, p. 109-132, 2010.
FLEURY, A.; SAKUDA, L. O.; CORDEIRO, J. H. D. (Coord.). I Censo da Indústria Brasileira de Jogos Digitais. Pesquisa do GEDIGames, NPGT, Escola Politécnica, USP, para o BNDES, 2014.
FRISCHMANN, T. B.; MOULOUA, M.; PROCCI, K. 3-D gaming environment preferences: Inversion of the Y-axis. Ergonimics, Nov. 2015.
GANGADHARBATLA, H.; BRADLEY, S.; WISE, W. Psychophysiological responses to background brand placements in video games. Journal of Advertising, v. 42, n. 2, p. 251-263, 2013.
GOODE, S.; KARTAS, A. Exploring software piracy as a factor of video game console adoption. Behaviour & Information Technology, v. 31, n. 6. p. 547-563, Jun. 2012
HANG, H.; AUTY, S. Children playing branded video games: The impact of interactivity on product placement effectiveness. Journal of Consumer Psychology, v. 21, p. 65-72, 2011.
HERNANDEZ, M.; VICDAN, H. Modeling wordofmouthvs.mediainfluence onvideogame preorderdecisions:Aqualitativeapproach. Journal of Retailing and Consumer Services, v. 21, p. 401-406, 2014.
HUGHES, J. K. Supplying Web 2.0: An empirical investigation of the drivers of consumer transmutation of culture-oriented digital information goods. Electronic Commerce Research and Applications, v. 9, p. 418-434, 2010.
JEONG, E. J.; BIOCCA, F. A. Are there optimal levels of arousal to memory? Effects of arousal, centrality, and familiarity on brand memory in video games. Computers in Human Behavior, v. 28, p. 285-291.
KARTAS, A.; GOODE, S.; Use, perceived deterrence and the role of software piracy in video game console adoption. Inf Syst Front, v.14. p. 261-277, 2012.
KLIMMT, C.; HARTMANN, T.; FREY, A. Effectance and control as determinants of video game enjoyment. CyberPsychology & Behavior, v. 10, n.6, p. 845-847, 2007.
KUO, A; HILER, J. L.; LUTZ, R. J. From Super Mario to Skyrim: a framework for the evolution of video game consumption. Journal of Consumer Behaviour, 2016.
KWAK, D. H. et al. Exploring the antecedents and consequences of personalizing sport video game experiences. Sport Marketing Quarterly, v. 19, p. 217-225, 2010.
LEE, J. H.; CLARKE, R. I.; KIM, Y-S. Video game information needs and game organization: Differences by sex and age. Information Research, v. 20, n. 3, Set. 2015.
LEE, D.; LaROSE, R. A sócio-cognitive model of videogame usage. Journal of Broadcasting & Eletronic Media, v. 51, n. 4. p. 632-650. December, 2007.
LIN, L-Y. The relationship of consumer personality trait, brand personality and brand loyalty: an empirical study of toys and video games buyers. Journal of Product & Brand Management, v. 19, n. 1, p. 4-17, 2010.
LIN, W.; CHIU, C.; TSAI, Y. Modeling Relationship Quality and Consumer Loyalty in Virtual Communities. Cyberpsychology & behavior, v. 11, n. 5, 2008.
LIPOVETSKY, G. A felicidade paradoxal: ensaio sobre a sociedade de hiperconsumo. São Paulo: Companhia das Letras, 2007.
MARTÍ-PERREÑO, J.; BERMEJO-BERROS, J.; ALDÁS-MANZANOA, J. Product placement in video games: the effect of brand familiarity and repetition on consumers’ memory. Journal of Interactive Marketing, v. 38, p. 55-63, 2017.
MAXIMINO, P. A. Bibliometria e as bibliotecas: projectos de investigação. Cadernos de Biblioteconomia, Arquivística e Documentação, v.1, 67-78. 2008.
McCLURE, S. M., et al. Neural correlates of behavioral preference for culturally familiar drinks. Neuron, v. 44, p. 379-387, Oct. 2004.
MOLESWORTH, M.; WATKINS, R. D.; Adult videogame consumption as individualized, episodic progress. Journal of Consumer Culture, p. 1-21, 2014.
NAIR, H. Intertemporal price discrimination with forward-looking consumers Application to the US market for console video-games. Quant. Market Econ., v. 5, p. 239-292, 2007.
NICOLACI-DA-COSTA, A. M. Primeiros contornos de uma nova configuração psíquica. Caderno Cedes, Campinas, v. 25, n. 65, p. 71-85, jan./abr. 2005.
PEIGHAMBARI, et al. Consumer behavior research: a synthesis of the recent literature. Sage Open. Vaxjo, p. 1 - 9, Abr. / Jun. 2016.
PERUGINI, M.; BAGOZZI, R. P. The role of desires and anticipated emotions in goal-directed behaviours: broadening and deepening the theory of planned behaviour. Br. J. Soc. Psychol, v. 40, n.1, p. 79-98, 2001
PHAU, I.; LIANG, J. Downloading digital video games: predictors, moderators and consequences. Marketing Intelligence & Planning, v. 30, n. 7, p. 740-756, 2012.
PINHEIRO et al. Comportamento do consumidor e pesquisa de mercado. 3. ed. Rio de Janeiro: Editora FGV, 2006.
PRICEWATERHOUSECOOPERS. Global entertainment and media outlook 2014-2018. 2014. Disponível em: < ww.pwc.com/outlook>. Acesso em: 01 Dez. 2016.
PRUGSAMATZ, S.; LOWE, B.; ALPERT, F. Modelling consumer entertainment software choice: An exploratory examination of key attributes, and differences by gamer segment. Journal of Consumer Behavior, v. 9, p. 381-393, 2010.
REHBEIN, F. et al. Video game playing in the general adult population of Germany: can higher gaming time of males be explained by gender specific genre preferences? Computers in Human Behavior, v. 55, p. 729-735, 2016.
RAU, P-L.; PENG, S-Y.; YANG, C. C. Time distortion for expert and novice online game players. CyberPsychology & Behavior, v.9, n. 4, p. 396-403, 2006.
SCHIFFMAN, L. G.; KANUK, L. L. Comportamento do consumidor. 9. ed. Rio de Janeiro: LTC – Livros Técnicos e Científicos Editora S.A, 2015.
SEO, Y.; BUCHANAN-OLIVER, M.; FAM, K-S. Advancing research on computer game consumption: A future research agenda. Journal of Consumer Behaviour, v. 14, p. 353-356, october, 2015
SEOK, S.; DACOSTA, B. Predicting video game behavior: an investigation of the relationship between personality and mobile game play. Games and Culture, p. 1-21, Jul. 2015.
SHEU, J. J.; CHU, K. T. WANG, S. M. The associate impact of individual internal experiences and reference groups on buying behavior: A case study of animations, comics, and games consumers. Telematics and Informatics. v. 34, n.4, p. 314-325, 2017.
SHIEH, K-F.; CHENG, M-S. An empirical study of experiential value and lifestyles and their effects on satisfaction in adolescents: An example using online gaming. Adolescence, v. 42, n. 165, 2007.
SIOUX; BLEND; ESCOLA SUPERIOR DE PROPAGANDA E MARKETING. Pesquisa game Brasil 2016. 2016. Disponível em: . Acesso em: 05 Jan. 2017.
SJÖBLOM; M. HAMARI, J. Why do people watch others play video games? An empirical study on the motivations of Twitch users. Computers in Human Behavior, v. 75, p. 985-996, October, 2017.
TERLECKI et al. Sex differences and similarities in video game experience, preferences, and self-efficacy implications for the gaming industry. Curr Psychol, v. 30, p. 22-33, 2011.
THANUSKODI, S. Bibliometric Analysis of the Indian Journal of Chemistry. Library Philosophy and Practice, jul., 2011.
THIRUNARAYANAN, M. O.; VILCHEZ, M. Life skills developed by those who have played in video game tournaments. Interdisciplinary Journal of Information, v. 7, 2012.
TJIPTONO, F.; ARLI, D.; VIVIEA. Gender and digital privacy: examining determinants of attitude toward digital piracy among youths in an emerging market. International Journal of Consumer Studies, v. 40, p. 168-178, 2016.
TOLEDO, A. C.; LOPES, E. L. Effect of nostalgia on customer loyalty to brand post-merger acquisition. Brazilian Administration Review. v. 13, n. 1, p. 33-55, Jan./Mar. 2016.
VIANELLO, Luciana Peixoto. Métodos e técnicas de pesquisa. EAD-Educação à Distância. 2013. Disponível em: . Acesso em: 19 jun. 2018.
WILLIAMS, B. C.; PLOUFFE, C. R. Assessing the evolution of sales knowledge: A 20-year content analysis. Industrial Marketing Management, v. 36, p. 408-419, 2007.
Documentos Oficiais e institucionais
AGENCIA BRASIL, 2019. Mercado de games no Brasil deve crescer 5,3% até 2022, diz estudo. Disponível em: . Acesso em: 16 Abr. 2020.
DFC INTELLIGENCE. Software & dedicated hardware sales expected to surpass $100b in 2018. 2016. Disponível em: . Acesso em: 12 Dez. 2016.
NEWZOO, 2016. Global games market report: an overwiew of trends & insights. 2016. Disponível em: . Acesso em: 15 Dez. 2016.
Publicado
2021-09-30
Cómo citar
Alves de Castro, C., Lopes Costa, B. R., de Araujo Medeiro, R., & Augusto Monteiro, T. (2021). Comportamento do consumidor de jogos eletrônicos: um estudo bibliométrico. Espacio Abierto, 30(3), 56-75. Recuperado a partir de https://produccioncientificaluz.org/index.php/espacio/article/view/36815
Sección
Semestre