{"title":"数字游戏中的神经营销效率","authors":"S. Marulin, A. A. Blazhko, I. Zlatova","doi":"10.15276/mdt.2.2.2018.7","DOIUrl":null,"url":null,"abstract":"In this article the authors used the researches of neuromarketing of Finnish, Dutch scientists to learn the best world practices and to develop own marketing research of influence of game design, complexity of levels, different features on user experience, frequency of playing a game and the time spent in game with help of NeuroSky technology. Sample calculations were made for further research on brain activity in the game, in order to identify key points that contribute to the success of the game on the market. \nDOI: 10.15276/mdt.2.2.2018.7","PeriodicalId":404906,"journal":{"name":"Marketing and Digital Technologies","volume":"34 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"EFFICIENCY OF NEUROMARKETING IN DIGITAL GAMES\",\"authors\":\"S. Marulin, A. A. Blazhko, I. Zlatova\",\"doi\":\"10.15276/mdt.2.2.2018.7\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this article the authors used the researches of neuromarketing of Finnish, Dutch scientists to learn the best world practices and to develop own marketing research of influence of game design, complexity of levels, different features on user experience, frequency of playing a game and the time spent in game with help of NeuroSky technology. Sample calculations were made for further research on brain activity in the game, in order to identify key points that contribute to the success of the game on the market. \\nDOI: 10.15276/mdt.2.2.2018.7\",\"PeriodicalId\":404906,\"journal\":{\"name\":\"Marketing and Digital Technologies\",\"volume\":\"34 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-06-17\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Marketing and Digital Technologies\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.15276/mdt.2.2.2018.7\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Marketing and Digital Technologies","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.15276/mdt.2.2.2018.7","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
In this article the authors used the researches of neuromarketing of Finnish, Dutch scientists to learn the best world practices and to develop own marketing research of influence of game design, complexity of levels, different features on user experience, frequency of playing a game and the time spent in game with help of NeuroSky technology. Sample calculations were made for further research on brain activity in the game, in order to identify key points that contribute to the success of the game on the market.
DOI: 10.15276/mdt.2.2.2018.7