Partner Character Attracting Consumers to a Real Store - Entertainment Computing – ICEC 2017
Conference Papers Year : 2017

Partner Character Attracting Consumers to a Real Store

Motoi Okuzono
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  • PersonId : 1031212
Masahumi Muta
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  • PersonId : 1031139
Soh Masuko
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  • PersonId : 1031140
Hayaki Kawata
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Abstract

The diversification of personal tastes and the rapid increase in choices makes it difficult to select things that suits them. For service providers it is fixedly segmented like a conventional mass media It is becoming more difficult to provide advertisements and services to individuals. Because of these circumstances, it is requested that we can accurately acquire personal preferences and analyze them. On the other hand, attention is focused on O2O, which connects online actions to offline online shopping in real stores.We also use gaming which makes various elements of everyday life into a game, Measures have also been taken to immerse and positively tackle purchasing behavior. In the marketing field, it is said that narrative is important for inducing user’s behavior. Therefore, in this research, we construct a partner character system based on scenario game and verify whether we can increase purchasing behavior in a real shop by making users engage in the system using scenarios and characters that can be friends with users.
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hal-01771296 , version 1 (19-04-2018)

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Motoi Okuzono, Masahumi Muta, Soh Masuko, Hayaki Kawata, Junichi Hoshino. Partner Character Attracting Consumers to a Real Store. 16th International Conference on Entertainment Computing (ICEC), Sep 2017, Tsukuba City, Japan. pp.423-426, ⟨10.1007/978-3-319-66715-7_54⟩. ⟨hal-01771296⟩
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