Purpose -This study aims to explore the sociocultural appeal of SNS game content from the point of view of the human emotions aroused by the interaction between the players and the games. Design/methodology/approach -The author's research methodology is based on Miryoku Engineering. The author interviewed 11 knowledgeable gamers by the evaluation grid method (EGM) and surveyed 321 players through a questionnaire in order to gather data about their preferences, which were then analysed using quantification theory type I. Findings -The semantic structure of the appeal of the games was determined from interviews with knowledgeable gamers (EGM). This structure represents a hierarchy of the relationship between the types of appeal or appeal factors, the reasons for gamers' preferences, and the specific characteristics of SNS games. According to the statistical analysis, the most important sociocultural appeal factors of SNS games are "practicable and realizable" and "innovative and unique", and these are affected in varying degrees by particular reasons and characteristics. Practical implications -The author has found that sociocultural factors influence the design of SNS games significantly. In addition, the issue of how to integrate the sociocultural factors into the design of games is critical to the success of the marketing strategies of SNS games in different areas or countries. Originality/value -The author's findings provide important information for designers and researchers of SNS games. The study also contributes to the field of human-computer interaction in cyberspace.
Recently, the Crossover B‐Car interior has become very popular and provides some appealing characteristics. We probe users' needs for the interior of a vehicle and propose a draft resolution for interior design, space utilization, and variations in functionality for Crossover B‐Car developers. This study explores the appeal of Crossover B‐Car interiors from the perspectives of usability and functionality. We interviewed 14 experts, using the evaluation grid method (EGM) for expert evaluation to determine the semantic structure of appeal for Crossover B‐Car interiors. Hence, a hierarchical diagram of Crossover B‐Car interior preferences was created to determine the critical factors. We then surveyed 1100 users through a questionnaire. According to the following statistical analysis, appeal factors were affected in varying degrees by particular reasons and characteristics. The results are useful for the designers and researchers of Crossover B‐Car interiors and also contribute to studies in the field of human factors and ergonomics.
In this study, we present how electric car marketing makes a practical appeal to elicit consumers’ emotions by its unique design characteristics to determine the essential attractive features that are beneficial for promoting the sales of this type of promising vehicle. Thus, we investigate why consumers prefer electric vehicles to fuel cars and what specific characteristics make them willing to own electric vehicles. Furthermore, the preference-based research method is applied to reveal the underlying meaning behind the appeal of electric cars in this study. Hence, this study uses the evaluation grid method to collect professional concepts and establish a semantic hierarchical diagram of preferences for electric vehicles. Then, quantification theory type I is used to analyze the questionnaire survey of consumers’ preferences. The three best original evaluation items of electric cars are determined, including “scenario-based,” “accessible,” and “visionary.” This study provides essential information for managers, designers, and researchers of electric vehicles. The study also contributes to the design, marketing, and consumer psychology.
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