Document Type : Scientific Research Manuscript

Authors

1 PhD Candidate in Communication Sciences, Department of Communication Sciences, Faculty of Humanities, Islamic Azad University, North Tehran Branch, Tehran, Iran

2 MA in Pure Statistics, Department of Statistics, Faculty of Mathematics, Statistics and Computer Science, University of Tehran, Tehran, Iran

3 PhD Candidate in Technology Management, Department of Industrial Management, Faculty of Management & Accounting, Allameh Tabataba'i University, Tehran, Iran

Abstract

In addition to this fact that digital games are recognized as a growing industry at a rapid pace, they can be considered sophisticated and state-of-the-art media in nowadays' world. A medium that maximizes its interaction with the audiences and therefore has a considerable effectiveness. A medium at this level is enumerated as a proper context for conveying cultural and invaluable concepts in that it is of great importance to have a perception about the relationship between audiences and this medium. Our objective in this article is presenting an approach to measure performance, monetary, emotional, social and innovative perceived values across three popular gaming platforms which are Mobile, Computer, and Console. Then, through a collected data of the national survey conducted by DIREC (Digital Game Research Center) with a sample size of 6232, patterns of perceived values and its differences are inspected. Results revealed not only are perceived values significantly different between platforms but also they vary within platforms. The most important factor which contributes to this difference is a high level of the social perceived value in the Console platform. Analyses and interpretations of this article can help to take more advantage of the digital games as a medium for value creation.

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