Groups of Gamers: Market Segmentation of Brazilian Electronic Gamers

The electronic games industry is a new, dynamic, and fast-growing economic sector. However, organizations in this industry do not know the profile of their consumers. In view of this knowledge gap, the objective of this research paper is to analyze groups of electronic games consumers in the Brazili...

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Main Authors: Lucas Souza, Ana Augusta Freitas, Luiz Fernando Heineck, Jorge Luiz Wattes
Format: Article
Language:English
Published: FUCAPE Business School 2021-01-01
Series:BBR: Brazilian Business Review
Subjects:
Online Access:http://www.redalyc.org/articulo.oa?id=123067049004
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spelling doaj-985c68d7d9c34b648fd26ca173880a5f2021-10-08T16:05:25ZengFUCAPE Business SchoolBBR: Brazilian Business Review1807-734X2021-01-0118217719510.15728/bbr.2021.18.2.4Groups of Gamers: Market Segmentation of Brazilian Electronic GamersLucas SouzaAna Augusta FreitasLuiz Fernando HeineckJorge Luiz WattesThe electronic games industry is a new, dynamic, and fast-growing economic sector. However, organizations in this industry do not know the profile of their consumers. In view of this knowledge gap, the objective of this research paper is to analyze groups of electronic games consumers in the Brazilian market, in terms of their socio-demographic, behavioral, and expenditure characteristics. Using market segmentation literature and motivational variables found in games literature, this paper uses self-organizing maps and analysis of variance to segment 601 Brazilian gamers. The results demonstrate the existence of five different groups of games players and that, in order to reach each group, different strategies need to be used. The first group consists of t players who play all the time. The second has the same features as the first, but they do not have the same amount of time available to play. The third group consists of pro players. The fourth group and fifth group are the new challenge for games companies.http://www.redalyc.org/articulo.oa?id=123067049004electronic gamesmarket segmentationconsumer behaviorselforganizing mapsbrazil
collection DOAJ
language English
format Article
sources DOAJ
author Lucas Souza
Ana Augusta Freitas
Luiz Fernando Heineck
Jorge Luiz Wattes
spellingShingle Lucas Souza
Ana Augusta Freitas
Luiz Fernando Heineck
Jorge Luiz Wattes
Groups of Gamers: Market Segmentation of Brazilian Electronic Gamers
BBR: Brazilian Business Review
electronic games
market segmentation
consumer behavior
self
organizing maps
brazil
author_facet Lucas Souza
Ana Augusta Freitas
Luiz Fernando Heineck
Jorge Luiz Wattes
author_sort Lucas Souza
title Groups of Gamers: Market Segmentation of Brazilian Electronic Gamers
title_short Groups of Gamers: Market Segmentation of Brazilian Electronic Gamers
title_full Groups of Gamers: Market Segmentation of Brazilian Electronic Gamers
title_fullStr Groups of Gamers: Market Segmentation of Brazilian Electronic Gamers
title_full_unstemmed Groups of Gamers: Market Segmentation of Brazilian Electronic Gamers
title_sort groups of gamers: market segmentation of brazilian electronic gamers
publisher FUCAPE Business School
series BBR: Brazilian Business Review
issn 1807-734X
publishDate 2021-01-01
description The electronic games industry is a new, dynamic, and fast-growing economic sector. However, organizations in this industry do not know the profile of their consumers. In view of this knowledge gap, the objective of this research paper is to analyze groups of electronic games consumers in the Brazilian market, in terms of their socio-demographic, behavioral, and expenditure characteristics. Using market segmentation literature and motivational variables found in games literature, this paper uses self-organizing maps and analysis of variance to segment 601 Brazilian gamers. The results demonstrate the existence of five different groups of games players and that, in order to reach each group, different strategies need to be used. The first group consists of t players who play all the time. The second has the same features as the first, but they do not have the same amount of time available to play. The third group consists of pro players. The fourth group and fifth group are the new challenge for games companies.
topic electronic games
market segmentation
consumer behavior
self
organizing maps
brazil
url http://www.redalyc.org/articulo.oa?id=123067049004
work_keys_str_mv AT lucassouza groupsofgamersmarketsegmentationofbrazilianelectronicgamers
AT anaaugustafreitas groupsofgamersmarketsegmentationofbrazilianelectronicgamers
AT luizfernandoheineck groupsofgamersmarketsegmentationofbrazilianelectronicgamers
AT jorgeluizwattes groupsofgamersmarketsegmentationofbrazilianelectronicgamers
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