Customer Expectation Study on Online Gaming: Literature Review
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This literature review provides an insight into the customer expectation study on online gaming. It covers the broad scan, focused review, and literature review on the topic. The review also includes an outline structure of the literature review chapter.
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Table ofContents Chapter 1..........................................................................................................................................3 Literature Review............................................................................................................................3 1.1 Broad Scan.............................................................................................................................4 1.1.1 Research Journal.............................................................................................................4 1.1.2 Filing Journal..................................................................................................................5 1.1.3 Bibliography...................................................................................................................6 1.2 Focused Review.....................................................................................................................9 1.2.1 Updated Filing Journal...................................................................................................9 1.2.2 Updated Bibliography...................................................................................................10 1.3 Customer Expectation and Preferences for Online Games..................................................11 1.4 Exceed customer service expectations through Outsourcing..............................................14 1.5 Final Outline of the Literature Review Chapter..................................................................15 1.6 Introduction..........................................................................................................................16 References......................................................................................................................................17 1
List of Tables Table 1: Research Journal: Tasks performed...................................................................................4 Table 2: Filing System Table...........................................................................................................5 Table 3: Updated Filing System Table............................................................................................7 Table 4: Online Game Attributes and Levels..................................................................................9 Table 5: Hypothetical Products.....................................................................................................10 Table 6: Customer's Preferences....................................................................................................10 2
Chapter 1 Literature Review The topic for the assignment is ‘Customer Expectation Study on Online Gaming’. A deep analytical research has been carried out to collect all the relevant review details for the chosen topic. This assignment also informs on how the actual search was progressed and evaluated, through sections 1 and 2. The first section Broad Scan defines the wide area where the entire search was conducted and how. It contains the information about all research papers, journals and libraries collected to commence the research on the related topic. The second section, Focused Review, refines the research where all the irrelevant data from broad scan search was discarded and only appropriate journals and papers were mentioned to conduct a thorough research on the topic. Third section is entirely about literature review on Customer Expectation Study on Online Gaming where two of the most relevant papers were studied in deep. Fourth section is an outline structure of the third section to under it better and last section provides and insight to the literature review chapter. 3
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1.1 Broad Scan As the selection of topic was already done during Assignment 1, I started my research directly by typing appropriate keywords in the search bar. Thousands of documents popped up using various sources like Google scholar, vu libraries etc. Documents that appeared to be most relevant by their titles and a quick go through were selected. There are approximately 25 research papers and journals that has been selected in this section and all of them are referenced here under bibliographic section. 1.1.1 Research Journal Table1: Research Journal: Tasks performed DateTaskActionComment 1/09/18Collected literature related to the topic Made a search on various platforms using appropriate keywords Collected about 10 relevant papers and saved them in a folder 2/09/18Collected more literature related to the topic Decided best amongst them by giving it a quick read Collected about 15 more documents and saved them. 3/09/18Performed Literature Reading From the collection read 10 papers Discovered some good topics to cover 6/09/18Performed Literature Reading From the collection read more papers A good understanding of the topic and writing literature review and discarded all irrelevant papers 7/09/18Select two most relevant papers A thorough reading to all filtered documents Selected two papers to conduct the literature 4
review of the topic 9/09/18Started with writing the assignment All resources and research papers were cited properly All work has been referenced 11/09/18Started with literature review of first paper Read the first selected paper three to four times Written the review section by paraphrasing it in my own words 13/09/18Started with literature review of second paper Read the second selected paper three to four times Written the review section by paraphrasing it in my own words 14/09/18Final Structure and documentation of the assignment Used automation tools to generate tables of contents, and figures. An outline to literature review chapter and intro section along with table of contents figures and tables 1.1.2 Filing Journal Table2: Filing System Table SourceKeywords UsedNo. of Returned Literatures No. of collected Literatures Google General Search Online game service satisfaction Consumer behavior in online game 13405 4508 3 3 5
communities Online Gaming 158902 IEEE PapersConsumer behavior in online game communities Exploring Customers' Preferences for Online Games 780 675 3 4 Google Scholarfactors Influencing the Customer Loyalty to Online Games Online Gaming 17456 12340 2 2 VU LibraryExploring Customers' Preferences for Online Games factors Influencing the Customer Loyalty to Online Games Consumer behavior in online game 34089 6780 3456 3 2 1 6
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1.1.3 Bibliography Bartle, R. (2016). Hearts, clubs, diamonds, spades: players who suit MUDs.Journal of Virtual Environments, New York, US. Castronova, E., Ross, T. and Knowles, I. (2013). Designer, Analyst, Tinker: How Game Analytics Will Contribute to Science,Maximizing the Value of Player Data. Springer-Verlag London. Costello, B. and Edmonds, E. (2007). A Study in Play, Pleasure and Experience Design.In Designing Pleasurable Products and Interfaces conference. DPPI’07. ACM Press. – pp.76-91 Davis, F.D. (2009). Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology.MIS Quarterly. Vol. 13. Issue 3, p. 319-340. Drachen, A., Canossa, A., Rau, J. and Sorensen, M. (2013). Gameplay Metrics in Game User Research: Examples from the Trenches, SpringerVerlag London. Green, P.E. and Krieger, A.M. (2011). Segmenting Markets with Conjoint Analysis,IEEE research paper on Marketing, p20-31. Green, P.E. and Srinivasan, V. (2012) Conjoint Analysis in Consumer Research: Issues and Outlook,Journal of Consumer Research, 5, 103-123. Green, P.E. and Srinivasan, V. (2016) Conjoint Analysis in Marketing: New Developments with Implications for Research and Practice,Journal of Marketing,54, 3-19. Griffiths, M. D., Daviesm, N.O. and Chappell, D. (2014). Online Computer Gaming: a Comparison of Adolescent and Adult Gamers.Journal of Adolescence. Vol. 27. p. 87-96. Hair, J.K., Rolph, J.R., Anderson, E, Tatham, R.L. and Black, W.C. (2009). Multivariate data analysis. Prentice Hall, Inc. Hunicke, R., LeBlanc, M. and Zubek, R. (2004). MDA: A formal approach to game design and game research. In Proceedings of the challenges in game AI workshop,IEEE national conference on artificial intelligence. AAAI’04. San Jose: AAAI Press. 7
James, H. and Dale, K. (2017). How to exceed gamers’ customer service expectations through outsourcing. Retrieved on 7thSeptember, 2018 from https://www.telusinternational.com/articles/exceed-gamers-customer-service-expectations- outsourcing/. King S.A. (2016). Is the Internet Addictive, or Are Addicts Using the internet?. Retrieved on 7th September 2018 fromhttp://www.concentric.net/~Astorm/iad.html. Dong-Mo, K., Soo-Hyung, L. and Heung-Seub, C. (2007). Experiential Motives for Playing Online Games.Journal of Convergence Information Technology,Volume 2 Number 2. Lee, M. C. (2010), What Drives People to Continue to Play Onine Games? An Extension of Technology Model and Theory of Planned Behaviour.International Journal Of Human- Computer Interaction. Volume 26. Issue 6. – p. 601-620. Nabi, R. and Krcmar, M. (2004). Conceptualising media enjoyment as attitude: implications for mass media effects research.IEEE paper on Communication Theory, p. 288- 310. Read, J., MacFarlane, S. and Cassey, C. (2012), Endurability, engagement and expectations.In Proceedings of International Conference for Interaction Design and Children. Ryan, R. M., and Deci, E. L. (2010). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.American Psychologist. Vol. 55. – p. 68–78. Seung B., Young-Suk S. & Jae-Kyo S. (2004). Exploring Customers’ Preferences for Online Games, College of Business Administration, Hanyang Universisty Seoul, Korea. Whang, L.S. (2013). Online Game Dynamics in Korean Society: Experiences and Lifestyles in the Online Game World,IEEE research paper on online gaming, 43, 3, Autumn, 7-34. Wittink, D.R. and Cattin, P. (2009). Commercial Use of Conjoint Analysis: Au Update, Journal of Marketing, 53, 81-86. Yannakakis, G. (2012). Game AI revisited.In Proceedings of ACM computing frontiers conference. 8
Yee, N., Ducheneaut, N. and Nelson, L. (2012). Online Gaming Motivations Scale: Development and Validation, Proceedings of CHI 2012. – p. 2803-2806. Young, K.S. (2016) Internet Addiction: The Emergence of A New Clinical Disorder,Cyber Psychology and Behavior, 1, 3, 237-244. Yoon, G., Duff, B. and Ryu, S. (2013). Gamers just want to have fun? Toward an understanding of the online game acceptance.IEEE conferences on Applied Social Psychology. Volume: 43 Issue: 9. – p. 1814-1826. 1.2 Focused Review I concluded the research for my literature review section with a total twenty five documents including: research papers, IEEE conference papers and journals from broad scan. I read them over and again to found relevant topics for conducting literature review and ended with around 12 papers which contained topics relevant to be covered. The rest of the papers were discarded in this section. An updated filing system and updated bibliography was then created for the filtered documents. 1.2.1 Updated Filing Journal Table3: Updated Filing System Table SourceKeywords UsedNo. of Returned Literatures No. of collected Literatures Google General Search Online game service satisfaction Consumer behavior in online game communities 13405 4508 2 1 9
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IEEE PapersExploring Customers' Preferences for Online Games 6752 Google Scholarfactors Influencing the Customer Loyalty to Online Games 174562 VU Libraryfactors Influencing the Customer Loyalty to Online Games Consumer behavior in online game 6780 3456 2 1 1.2.2 Updated Bibliography Bartle, R. (2016). Hearts, clubs, diamonds, spades: players who suit MUDs.Journal of Virtual Environments, New York, US. Green, P.E. and Krieger, A.M. (2011). Segmenting Markets with Conjoint Analysis,IEEE research paper on Marketing, p20-31. Green, P.E. and Srinivasan, V. (2016) Conjoint Analysis in Marketing: New Developments with Implications for Research and Practice,Journal of Marketing,54, 3-19. James, H. and Dale, K. (2017). How to exceed gamers’ customer service expectations through outsourcing. Retrieved on 7thSeptember, 2018 from https://www.telusinternational.com/articles/exceed-gamers-customer-service-expectations- outsourcing/.. Dong-Mo, K., Soo-Hyung, L. and Heung-Seub, C. (2007). Experiential Motives for Playing Online Games.Journal of Convergence Information Technology,Volume 2 Number 2. 10
Lee, M. C. (2010), What Drives People to Continue to Play Onine Games? An Extension of Technology Model and Theory of Planned Behaviour.International Journal Of Human- Computer Interaction. Volume 26. Issue 6. – p. 601-620. Nabi, R. and Krcmar, M. (2004). Conceptualising media enjoyment as attitude: implications for mass media effects research.IEEE paper on Communication Theory, p. 288- 310. Seung B., Young-Suk S. & Jae-Kyo S. (2004). Exploring Customers’ Preferences for Online Games, College of Business Administration, Hanyang Universisty Seoul, Korea. Whang, L.S. (2013). Online Game Dynamics in Korean Society: Experiences and Lifestyles in the Online Game World,IEEE research paper on online gaming, 43, 3, Autumn, 7-34. Yee, N., Ducheneaut, N. and Nelson, L. (2012). Online Gaming Motivations Scale: Development and Validation, Proceedings of CHI 2012. – p. 2803-2806. 1.3 Customer Expectation and Preferences for Online Games Research Problem The developers of online gaming websites experiences a major tough competition within business environment and to succeed, it is required to examine online gamer expectations carefully by monitoring customer’s WTP (Willingness to pay).It has generally been assumed that, in order to pay dues for development costs, high prices are assigned to online games by their producers. Instead of deploying customer’s preferences in a proper way, it is usually based on technical and psychological aspects and this sometimes results in the failure of the website. Background A game when carried out in the network of a computer system is defined as online game. It is usually multi-dimensional that are set up to be played in a virtual 2D or 3D world. Psychologically player thinks the character in the game to be his/her own self during whole play. 11
While playing game online, customers tends to expect a virtual relation between him and opponent. They enjoy conversations without actually knowing who the person is. For online gamers this is more than a temporary medium for game play, they expect it to be a social place where virtual human relations are formed. WTP is another major expectation of a customer to online games; it is the maximum amount that a customer is willing to play in trade of goods and services. Effects of Attributes of online games on WTP Conjoint analysis has been applied to evaluate comparative effects of online games attributes on the customer’s expectations and preferences. This is a mathematical psychology technique that encompasses multi-attributes and multi-attributes level and helps in making it understand how the customers develop preferences for services. Depending upon this conjoint analysis online games attributes were designed which are as follows: Online Game Attributes and Levels Table4: Online Game Attributes and Levels AttributeLevels Machine & Human Interactivity 2-D,2.5 D and 3-D Human & Human Interactivity Stand-alone applications Text-chat while play Picture-chat while play Level of liberty to choose characters and other preferences Low: unable to alter anything Med: Limited access to make changes in the game High: Full access to make alterations FlexibilityWired or not Wired Fixed or Movable to other platforms CostFree: simple games with low level complexity Med cost: medium complexity with medium 12
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graphics High Cost: Includes benefits of graphics and sounds and high complexity Data Analysis In this paper based on the table generated in previous section a table has been generated to analyze data. Table5: Hypothetical Products ProductsM & H IH & H IMobilityLevel of Freedom Cost Pr12-DText chatWirelessMedHC Pr23-DStand AloneWireHighMC Pr32.5 DPicture chatWireLowFree Pr42.5 DPicture chatWirelessMedMC Pr53 DText AloneWirelessMedMC Pr62 DStand AloneWireMedFree Pr72-DPicture chatWireLowHC Pr83-DPicture chatWirelessHighHC Pr92.5 DStand AloneWireLowFree M & H I: Machine and Human Interactivity H & H I: Human and Human Interactivity MC: Medium Cost HC: High Cost An interview was conducted considering around 200 participants including 120 males and 80 females and below table shows their ranking preferences for particular game: 13
Table6: Customer's Preferences ProductPr1Pr2Pr3Pr4Pr5Pr6Pr7Pr8Pr9 Rank581923476 The above result implies that highest preferences have been given to games that are based on man and machine interactivity, and possess medium cost with platform portability options. This clearly indicates what a customer expects from a game while playing it online. 1.4 Exceed customer service expectations through Outsourcing Online gaming industry has huge business market opportunities. In U.S. alone, online gaming industry has a worth of approximately $22.6 billion which depicts how much the gamers are crazy for them. Industries work constantly to enhance user experiences by providing best soundtracks, best storytelling and best graphics. The makers of console game spend huge amounts on development costs alone. When millions is on line, it becomes necessary to increase customer acquisition and preservation and this can only be achieved by meeting their expectations and providing them services that they actually want. This paper focuses on ways to gain competitive advantages by meeting customer’s needs which included contact center outsourcing. Service Expectations of Gamers When gamers spends their hard earned money on monthly subscriptions of games which usually costs them $ 15-20 (excluding in game costs), they surely expects a return back. Staffing customer-service teams with Gamers In case of problems that arises in the middle of a game, for example, game crash while in middle of a raid or unbearably slow graphics frame rate, user wants immediate help to resolve the problem and to resolve these problems user expects staffing customer-service teams. 14
Customer-Service Reps CSR’s Whenever customer encounters a problem or seeks guidance regarding something, the first thing that they look for is community forums of developer’s website such as GameFAQs, GameForum etc. Game developers need to have a good social-listening arrangement set up to recognize these discussions and react rapidly. Devising CSR’s also helps in building trust and loyalty in the company. Outsourcing support to meet customer’s expectations Outsourced contact centers are expected to equip with technology, processes and people to assemble, examine, and represent feedbacks to user in such a way that might not be possible at the end of gaming companies as they do not possess the required internal bandwidth. Once these functions are outsourced which includes consumer-service duties, it allows gaming companies to emphasis their center abilities of offering creative, energizing and engaging recreations for sale to the public. 1.5 Final Outline of the Literature Review Chapter 1. Introduction 2. Customer Expectation and Preferences for Online Games 2.1 Research Problem 2.2 Background 2.3 Effects of Attributes of online games on WTP 2.3.1 Online Game Attributes and Levels 2.4 Data Analysis 2.4.1 Hypothetical Products 2.4.2 Customer's Preference 3.Exceed customer service expectations through Outsourcing 15
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3.1 Service Expectations of Gamers 3.1.1 Staffing customer-service teams with 3.1.2 Customer-Service Reps CSR’s Gamers 3.2 Outsourcing support to meet customer’s expectations 4. Summary and Conclusions 1.6 Introduction The literature review in this paper is based upon “Customer Expectation and Preferences for Online Games” and “Exceed customer service expectations through Outsourcing”. The developers of online gaming websites experiences a major tough competition within business environment and to succeed, it is required to examine online gamer expectations carefully. This paper reviews all the customer’s expectations and preferences. This paper also focuses on ways to gain competitive advantages by meeting customer’s needs which included contact center outsourcing. 16
References Green, P.E. and Krieger, A.M. (2011). Segmenting Markets with Conjoint Analysis,IEEE research paper on Marketing, p20-31. Green, P.E. and Srinivasan, V. (2016) Conjoint Analysis in Marketing: New Developments with Implications for Research and Practice,Journal of Marketing,54, 3-19. James, H. and Dale, K. (2017). How to exceed gamers’ customer service expectations through outsourcing. Retrieved on 7thSeptember, 2018 from https://www.telusinternational.com/articles/exceed-gamers-customer-service-expectations- outsourcing/. Seung B., Young-Suk S. & Jae-Kyo S. (2004). Exploring Customers’ Preferences for Online Games, College of Business Administration, Hanyang University Seoul, Korea. Whang, L.S. (2013). Online Game Dynamics in Korean Society: Experiences and Lifestyles in the Online Game World,IEEE research paper on online gaming, 43, 3, Autumn, 7-34. Yee, N., Ducheneaut, N. and Nelson, L. (2012). Online Gaming Motivations Scale: Development and Validation, Proceedings of CHI 2012. – p. 2803-2806. 17