Abstract

This research work comes in response to the question of which aspects are more relevant for consumers when purchasing educational toys as opposed to other toys that are focused solely on leisure. This empirical research focuses on an educational toy distributed in Spain by the Educa brand (Conector family, reference “I learn English”), which is the product best-selling product of its brand in this area, and analyses how consumers make decisions concerning this product in relation to other products designed by competitors. The research looks into customer reactions while looking at these products, measuring brain activity generated by different aspects of product design and its influence on choice. The aim of the present study was to propose a model that optimizes the design of educational toy packaging. Through the use of neuromarketing techniques –attention through eye tracking, and emotion using galvanic skin response– as well as qualitative research techniques, the objective of this research is to determine the motivations in the processes of buying educational toys. The packaging design elements analyzed are brand, product family, toy name, recommended age, game image, number of questions/topics, and additional texts. The results suggest that the most important elements are the graphic details of the packaging, obtaining a perception of a higher educational level as more questions are addressed by the game. The simultaneous combination of qualitative techniques monitored with galvanic skin response (neuro-qualitative study) allows additional conclusions to be aligned with the end user of the product, including a prominent social component when the product is purchased as a gift for a third party.

Highlights

  • The toy is that creation, handmade or industrial, designed and/or produced to stimulate and accompany the game (Espinosa, 2018)

  • We used neuromarketing techniques which allowed us to analyze the attention of the subjects to the stimuli and the emotional intensity experienced (Galvanic Skin Response)

  • The main objective of this study was to determine the degree of effectiveness of the packaging of an educational toy with the target audience and the sensations and emotions caused by the consumer in the purchasing process (Fugate, 2008)

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Summary

Introduction

The toy is that creation, handmade or industrial, designed and/or produced to stimulate and accompany the game (Espinosa, 2018). Of children, attending to their needs, age and concerns. Through the toy we can stimulate imagination, creativity, movement, language, memory, etc. In this way, the game turns children into protagonists, enhancing any positive aspect of their personality (AIJU, 2019): motivating them to improve or to express their feelings, awakening their curiosity or their ability to laugh and imagine, providing them with learning and decisive experiences for their healthy growth and training as a person. Game and toys offer children the possibility of representing the world around them, as well as the social values that support it, through imitation of what they see and live in their daily lives.

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