A4 Refereed article in a conference publication
Linking Digital Game-Playing Motivations to Food Consumption
Authors: Harri T. Luomala, Jenniina Sihvonen, Henna Syrjälä, Tuomas Mäkilä, Kaisa Könnölä, Tapani Liukkonen, Saara Lunden, Mari Sandell
Editors: Pauliina Tuomi, Arttu Perttula
Conference name: GamiFIN Conference
Publication year: 2017
Journal: CEUR Workshop Proceedings
Book title : Proceedings of the 1st International GamiFIN Conference
Volume: 1857
First page : 111
Last page: 119
Number of pages: 9
ISSN: 1613-0073
Web address : http://ceur-ws.org/Vol-1857/gamifin17_p15.pdf
Self-archived copy’s web address: https://research.utu.fi/converis/portal/detail/Publication/20791495
As gamification and digital game playing is getting more and more popular, also business-life is increasingly relying on this phenomenon for attracting different consumer groups. To illustrate, food companiesare trying to find new ways to appeal customers and answer to their market demands through development of newsnacks concepts. Acquiring more in-depth understanding how snacks consumption, digital game playing and social media usage are intertwined in the consumers’ mundane lives provides better chances for companies to developmatching product and service concepts. Our multidisciplinary Co-creative snacks–project connects applied research of food, consumer behavior and games. The aims of this study are 1) to specify a conceptual rationale for connecting the player motivations to the perception of food products and 2) to empirically identify consumer segments based on their player motivations and especially to show how they relate to differences in snack-eating preferences. Data on consumer behavior in snacking, games and use of social media was collected in Finland (n =387) via online survey.
Downloadable publication This is an electronic reprint of the original article. |