Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/87538
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dc.contributorSchool of Design-
dc.creatorHo, JCF-
dc.creatorZhang, X-
dc.date.accessioned2020-07-16T03:58:03Z-
dc.date.available2020-07-16T03:58:03Z-
dc.identifier.urihttp://hdl.handle.net/10397/87538-
dc.language.isoenen_US
dc.rights© 2019 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).en_US
dc.rightsThe following publication Ho JCF, Zhang X. Strategies for Marketing Really New Products to the Mass Market: A Text Mining-Based Case Study of Virtual Reality Games. Journal of Open Innovation: Technology, Market, and Complexity. 2020; 6(1):1, is available at https://doi.org/10.3390/joitmc6010001en_US
dc.subjectDigital gamesen_US
dc.subjectLatent dirichlet allocationen_US
dc.subjectOnline marketplaceen_US
dc.subjectReally new producten_US
dc.subjectText miningen_US
dc.subjectTopic modelingen_US
dc.titleStrategies for marketing really new products to the mass market : a text mining-based case study of virtual reality gamesen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.volume6-
dc.identifier.issue1-
dc.identifier.doi10.3390/joitmc6010001-
dcterms.abstractThis paper reports on a text mining-based case study aimed at determining how virtual reality (VR) games, as examples of really new products (RNPs), market themselves when they are introduced to the mass market. The goal was to examine the marketing foci of RNPs and any subsequent changes over time when the RNPs survive. VR games are a type of RNP offering several unique benefits, such as immersive gameplay and storytelling, which are advanced compared with their earlier counterparts. To examine the marketing foci of VR games, we collected 17,000 pieces of promotional text from a major online gaming marketplace, Steam Store, published from the beginning of the second quarter of 2016 to the third quarter of 2018. We performed text analysis (topic modeling) and found that game marketers paid particular attention to the VR nature of VR games when they first entered the marketplace. However, game content increasingly was emphasized in subsequent quarters. In addition, the marketing foci for VR games seemed to go through an exploratory process, which was not observed among non-VR games in the same period. The results offer insights into how the focus of RNPs' marketing evolves as their newness fades.-
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationJournal of open innovation: technology, market, and complexity, 2020, v. 6, no. 1, 1-
dcterms.isPartOfJournal of open innovation: technology, market, and complexity-
dcterms.issued2020-
dc.identifier.scopus2-s2.0-85081574596-
dc.identifier.eissn2199-8531-
dc.identifier.artn1-
dc.description.validate202007 bcma-
dc.description.oaVersion of Recorden_US
dc.identifier.FolderNumberOA_Scopus/WOSen_US
dc.description.pubStatusPublisheden_US
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