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. DOI: 10.15276/mdt.2.2.2018.7
Highlights
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
Different kinds of factors are used in analyzing what sorts of qualities virtual games have that play a part in customer persuasion and prolonged satisfaction, flow, immersion, emotion and character identification to name a few
Summary
Marulin Stanislav PhD, Senior Teacher System Software Department Odesa National Polytechnic University (Odesa, Ukraine). Blazhko Alexander PhD, Associate Professor System Software Department Odesa National Polytechnic University (Odesa, Ukraine). Zlatova Iryna PhD, Senior Teacher Marketing Department Odesa National Polytechnic University (Odesa, Ukraine)
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