Angry Birds, Uncommitted Players

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Presented at Nordic Digra 2012, Tampere, Finland. June 7th, 2012

transcript

Uncommited Players1

Overview

motivations

the study

results

gender

hardcore/casual

2

motivations

literature on ‘new’ mobile phone games

popularity of the game

“taken for grantedness”

3

the study

Portugal (16)

Romania (2)

Italy (1)

Finland (1)

Spain (1)

21 participants

majority in their 20s

4

the study

Angry Birds playing habits

and style

personal mobile gaming history

gaming habits

5

where?

when?

how often?

how?

in which device?

first contact with the game

motivations

the studyplaying Angry Birds

Angry Birds playing habits

and style

personal mobile gaming history

gaming habits

6

the studypersonal mobile gaming history

Angry Birds playing habits

and style

personal mobile gaming history

gaming habits

which was 1st mobile phone game?

in which phone was it played?

when?

how much?

other games and phones

favourite games and phones7

the studygaming habits

Angry Birds playing habits

and style

personal mobile gaming history

gaming habits

description as a gamer

favorite games and platforms

why?

when?

how much?

where?

8

results

short sessions

several times per week

no commitment

progression over optimal performance

Angry Birds

9

gender hardcore/casual

10

genderstatistics

sources: Martinez-Moncada, D. “Mobile Gaming [Infographic].” Daily Infographic, (2011, August 1).. Retrieved from http://dailyinfographic.com/mobile-gaming-infographicEntertainment Software Association. 2011 Sales, Demographic and Usage Data: Essential Facts About the Computer and Video Game Industry. 2011. Accessed December 2011. http://www.theesa.com/facts/pdfs/ESA_EF_2011.pdf.

11

genderliterature

representations

themes

access to technology

gendering of spaces

“entertainment for the boys”

advertising

(Bryce and Rutter, 2001; Carr, 2006; Cassel and Jenkins, 1998; Lewis ad Griffiths, 2002)

12

genderliterature

representations

themes

access to technology

gendering of spaces

“entertainment for the boys”

advertising

(Bryce and Rutter, 2001; Carr, 2006; Cassel and Jenkins, 1998; Lewis ad Griffiths, 2002)

13

genderaccess to technology

similar phones

similar acquisition timing

a-gendered first contact with the game

Angry Birds

14

gender“entertainment for the boys”

similar engagement

similar attitudeAngry Birds

“god no... my brother and my father are serious gamers. I am not (...)”“gamer”

15

genderin this study

similar phones

similar acquisition timing

a-gendered first contact with the game

similar engagement

similar attitude

Angry Birds

“god no... my brother and my father are serious gamers. I am not (...)”“gamer”

16

hardcore/casual

Can we identify ‘hardcore’ and ‘casual’ mobile gamer profiles?

How differently do ‘hardcore’ and ‘casual’ gamers play Angry Birds?

17

hardcore/casualCan we identify ‘hardcore’ and ‘casual’ mobile gamer profiles?

gaming attitudes and knowledge

playing habits

playing preferences

buying habits(Ip and Jacobs, 2004)

18

hardcore/casualCan we identify ‘hardcore’ and ‘casual’ mobile gamer profiles?

gaming attitudes and knowledge

playing habits

playing preferences

buying habits(Ip and Jacobs, 2004)

19

hardcore/casualCan we identify ‘hardcore’ and ‘casual’ mobile gamer profiles?

“mobile phone games are more of bite-sized games for

very short moments.”

How differently do ‘hardcore’ and ‘casual’ gamers play Angry Birds?

20

hardcore/casual

similar frequency

similar length of sessions

similar technology

similar engagement

Can we identify ‘hardcore’ and ‘casual’ mobile gamer profiles?

21

Questions?

22

Thanks

Maura Bouça | mbou@itu.dk | @maurabouca

Nordic Digra 2012 | Tampere | June 7th

23