Linking Digital Game-Playing Motivations to Food Consumption

dc.contributor.authorHarri T. Luomala
dc.contributor.authorJenniina Sihvonen
dc.contributor.authorHenna Syrjälä
dc.contributor.authorTuomas Mäkilä
dc.contributor.authorKaisa Könnölä
dc.contributor.authorTapani Liukkonen
dc.contributor.authorSaara Lunden
dc.contributor.authorMari Sandell
dc.contributor.organizationfi=ravitsemus- ja ruokatutkimuskeskus|en=Nutrition and Food Research Center (NuFo)|
dc.contributor.organizationfi=vuorovaikutusmuotoilu|en=Interaction Design|
dc.contributor.organization-code1.2.246.10.2458963.20.12007811941
dc.contributor.organization-code1.2.246.10.2458963.20.34532463451
dc.contributor.organization-code2606806
dc.converis.publication-id20791495
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/20791495
dc.date.accessioned2022-10-28T13:02:06Z
dc.date.available2022-10-28T13:02:06Z
dc.description.abstract<div>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.</div>
dc.format.pagerange111
dc.format.pagerange119
dc.identifier.issn1613-0073
dc.identifier.jour-issn1613-0073
dc.identifier.olddbid179241
dc.identifier.oldhandle10024/162335
dc.identifier.urihttps://www.utupub.fi/handle/11111/36884
dc.identifier.urlhttp://ceur-ws.org/Vol-1857/gamifin17_p15.pdf
dc.identifier.urnURN:NBN:fi-fe2021042716826
dc.language.isoen
dc.okm.affiliatedauthorMäkilä, Tuomas
dc.okm.affiliatedauthorKönnölä, Kaisa
dc.okm.affiliatedauthorJoelsson, Tapani
dc.okm.affiliatedauthorLundén, Saara
dc.okm.affiliatedauthorSandell, Mari
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA4 Conference Article
dc.relation.conferenceGamiFIN Conference
dc.relation.ispartofjournalCEUR Workshop Proceedings
dc.relation.volume1857
dc.source.identifierhttps://www.utupub.fi/handle/10024/162335
dc.titleLinking Digital Game-Playing Motivations to Food Consumption
dc.title.bookProceedings of the 1st International GamiFIN Conference
dc.year.issued2017

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