Título: | MARKETING IN THE ONLINE GAMING MARKET: THE STEAM STORE CASE | ||||||||||||
Autor(es): |
RICARDO MAGALHAES LIMA DE AGUIAR FREIRE |
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Colaborador(es): |
JOAO RENATO DE SOUZA COELHO BENAZZI - Orientador |
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Catalogação: | 23/JAN/2017 | Língua(s): | PORTUGUESE - BRAZIL |
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Tipo: | TEXT | Subtipo: | SENIOR PROJECT | ||||||||||
Notas: |
[pt] Todos os dados constantes dos documentos são de inteira responsabilidade de seus autores. Os dados utilizados nas descrições dos documentos estão em conformidade com os sistemas da administração da PUC-Rio. [en] All data contained in the documents are the sole responsibility of the authors. The data used in the descriptions of the documents are in conformity with the systems of the administration of PUC-Rio. |
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Referência(s): |
[pt] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/TFCs/consultas/conteudo.php?strSecao=resultado&nrSeq=28783@1 [en] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/TFCs/consultas/conteudo.php?strSecao=resultado&nrSeq=28783@2 |
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DOI: | https://doi.org/10.17771/PUCRio.acad.28783 | ||||||||||||
Resumo: | |||||||||||||
This work pretends to identify and analyze the effects of the marketing tools that are currently used in the online game market. This study s focus falls on the tools and results observed by the Steam online game store, because it is the most successful store in this market and it possesses unusual characteristics if compared to the available theory. A netnographic research, an online and physical interviews, a focus group and a questionnaire were used to develop the study and raise data. By crossing the resulting data, market information and available theories, it was possible to understand the impact of the marketing tools currently used by Steam and establish guidelines about how to work with this consumer group.
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