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Managing relations with customers in the video game industry

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Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
Purpose: The main goal of the paper is to analyze customers relation between video game developers and the gaming community and their impact on the corporate image creation as well as gaining trust and good reputation by the company. Design/methodology/approach: The approach applied in the paper is of descriptive-empirical nature. The research methods involved in this paper are: induction, deduction, literature studies, as well survey and data analysis. The method of critical and comparative analysis was used in relation to the views presented in the literature. Findings: The paper ends with a brief presentation of research findings which correspond to the formulated research questions on building the relations with a client. Research implications: Future research directions should focus on further, expanded research exploration in the area, taking into account various industries. Additional work is needed to disseminate research findings among managers and to implement them in public relations policies of the companies. Practical implications: The results of the research discussed in the paper have a number of practical implications mainly for the managers in terms of use of customers relations tools and improvement of communication strategies. Social implications: Building awareness of customer to business communication. Originality/value The paper has a cognitive value for managers. Results have theoretical as well as practical implications in search of solutions to customers relations management.
Rocznik
Tom
Strony
233--254
Opis fizyczny
Bibliogr. 29 poz.
Twórcy
  • University of Bielsko-Biala, Faculty of Management and Transpor
Bibliografia
  • 1. Black, S. (2013). Practice of public relations. Routledge.
  • 2. Burger-Helmchen, T. (2014). Communities of players: scale and scope, and the effect of social medias in the video game industry. Journal of Communications Research, 6(2).
  • 3. Chartered Institute of Public Relations (2022). Available online: https://www.cipr.co.uk/, 20.09.2022.
  • 4. Clavio, G., Kraft, P.M., Pedersen, P.M. (2009). Communicating with consumers through video games: An analysis of brand development within the video gaming segment of the sports industry. International Journal of Sports Marketing and Sponsorship, Vol. 10, No. 2, pp. 39-52.
  • 5. Costa-Sánchez, C., Fontela Baró, B. (2019). Corporate communication, marketing, and video games. In: Communication: Innovation & Quality (pp. 421-433). Cham: Springer.
  • 6. Davis, A.E., Dąbkowski, G. (2007). Public relations. PWE.
  • 7. Ehling, W.P., White, J., Grunig, J.E. (2013). Public relations and marketing practices. In: Excellence in public relations and communication management (pp. 357-393). Routledge.
  • 8. Ek, P., Sörhammar, D. (2022). Effects of user community sensing capability in digital product innovation: Evidence from the video game industry. International Journal of Innovation Management, 26(1).
  • 9. Goltz, N., Franks, J., Goltz, S. (2015), Changing the (Video) Game: Innovation, User Satisfaction and Copyrights in Network Market Competition. Available online: https://ssrn.com/abstract=2587507 or http://dx.doi.org/10.2139/ssrn.2587507, 20.09.2022.
  • 10. Kotler, P., Armstrong, G. (2013). Principles of Marketing (16th Global Edition).
  • 11. Kumar, V., Reinartz, W. (2018). Customer relationship management. Springer-Verlag GmbH Germany, part of Springer Nature.
  • 12. Lambert, D.M. (2010). Customer relationship management as a business process. Journal of Business & Industrial Marketing, Vol. 25, No. 1, pp. 4-17.
  • 13. Lin, L. (2010). The relationship of consumer personality trait, brand personality and brand loyalty: an empirical study of toys and video games buyers. Journal of Product & Brand Management, Vol. 19, No. 1, pp. 4-17.
  • 14. Mathews, C.C., Wearn, N. (2016). How are modern video games marketed? The Computer Games Journal, 5(1), pp. 23-37.
  • 15. Mazurek, G., Tkaczyk, J. (Eds.) (2016). The impact of the digital world on management and marketing. Poltext.
  • 16. McCaffrey, M. (2019). The macro problem of microtransactions: The self-regulatory challenges of video game loot boxes. Business Horizons, Vol. 62, Iss. 4, pp. 483-495.
  • 17. Meech, P. (2006). Corporate identity and corporate image. Public relations critical debates and contemporary practice. London: Lawrence Erlbaum, pp. 389-404.
  • 18. Raab, G., Ajami, R.A., Goddard, G.J. (2016). Customer relationship management: A global perspective. CRC Press.
  • 19. Ruggill, J., McAllister, K., Nichols, R., Kaufman, R. (2016). Inside the video game industry: Game developers talk about the business of play. Routledge.
  • 20. Seitel, F.P. (2017). Practice of public relations. Pearson Education.
  • 21. Spaulding, C. (2016). Applying the devotional-promotional model to the video game “Faithful”. Public Relations Review, 42(2), pp. 359-365.
  • 22. Theaker, A. (Ed.) (2020). The public relations handbook. Routledge.
  • 23. Vong, F., Wong, I.A. (2013). Corporate and social performance links in the gaming industry. Journal of Business Research, 66(9), pp. 1674-1681.
  • 24. Wang, H. (2022). Understanding the Marketing Strategies: 4 Ps Marketing Mix or Other Strategies used by Tencent Games in the Video Game Market. 7th International Conference on Financial Innovation and Economic Development (ICFIED 2022) (pp. 99-104). Atlantis Press.
  • 25. Wesley, D., Barczak, G. (2016). Innovation and marketing in the video game industry: avoiding the performance trap. Routledge.
  • 26. Williams J. (2020) Video game industry bigger than sports, movies combined: report. Available online: https://thehill.com/blogs/in-the-know/in-the-know/531479-video-game-industry-bigger-than-sports-movies-combined-report, 20.09.2022.
  • 27. Wood, E., Somerville, I. (2013). Corporate identity. In: The public relations handbook (pp. 142-169). Routledge.
  • 28. Zackariasson, P., Wilson, T.L. (Eds.) (2012). Marketing of video games. The video game industry: Formation, present state, and future. Routledge, pp. 57-75.
  • 29. Zhang, Y. (2011). Social media's role, utility, and future in video game public relations. University of Southern California.
Uwagi
Opracowanie rekordu ze środków MNiSW, umowa nr SONP/SP/546092/2022 w ramach programu "Społeczna odpowiedzialność nauki" - moduł: Popularyzacja nauki i promocja sportu (2024).
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-edd5de76-6d15-4336-87fb-588b4e188c17
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