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Consumer engagement in virtual brand communities: The case of Goodgame studios

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Resumo:The social online game business segment is exposed to intense competition where companies fight with each other for each user. So it is important to keep players loyal to the games and communities, since acquisition costs of new players are increasing with the increase of competition. Consequently, having a well-structured and well-functioning Community Management department in a company that deals with this fast growing sector is almost crucial for their long-term success. As this department is the speaking voice between the company and the community member, it has to face the challenge of maintaining them loyal to the game, community and consequently to the brand. Whereas that Engagement is the Journey and Loyalty is the Destination (Wolfe, 2012), in this corporate project, the consumer engagement process of the existing online community from the striving and ambitious company Goodgame Studios´ will be measured, analyzed and improved. Therefore, the main research question is: how can the engagement process in Goodgame Studios´ existing community be improved and increased? To accomplish this problem it was conducted a quantitative analysis on one of Goodgame Studios´ game communities, the Goodgame Empire community. The community was asked to answer a questionnaire in where they had to evaluate statements and answer questions about their community habits and costumes based on 4 engagement characteristics and influencers: Association, Satisfaction and Trust, Commitment and Loyalty. The outcomes of this quantitative research were quite satisfying; respondents appreciate a relatively high engagement. Nonetheless, the research also revealed issues which have to be improved and enhanced.
Autores principais:Schulz, Bianca Manuela
Assunto:Consumer engagement Community management Virtual brand community Goodgame studios Engagement do consumidor Gestão de comunidade
Ano:2012
País:Portugal
Tipo de documento:dissertação de mestrado
Tipo de acesso:acesso restrito
Instituição associada:ISCTE
Idioma:inglês
Origem:Repositório ISCTE
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author Schulz, Bianca Manuela
author_facet Schulz, Bianca Manuela
author_role author
country_str PT
creators_json_txt [{\"Person.name\":\"Schulz, Bianca Manuela\"}]
datacite.creators.creator.creatorName.fl_str_mv Schulz, Bianca Manuela
datacite.date.Accepted.fl_str_mv 2012-01-01T00:00:00Z
datacite.date.available.fl_str_mv 2014-03-06T13:57:55Z
datacite.date.embargoed.fl_str_mv 2014-03-06T13:57:55Z
datacite.rights.fl_str_mv http://purl.org/coar/access_right/c_16ec
datacite.subjects.subject.fl_str_mv Consumer engagement
Community management
Virtual brand community
Goodgame studios
Engagement do consumidor
Gestão de comunidade
datacite.titles.title.fl_str_mv Consumer engagement in virtual brand communities: The case of Goodgame studios
dc.creator.none.fl_str_mv Schulz, Bianca Manuela
dc.date.Accepted.fl_str_mv 2012-01-01T00:00:00Z
dc.date.available.fl_str_mv 2014-03-06T13:57:55Z
dc.date.embargoed.fl_str_mv 2014-03-06T13:57:55Z
dc.description.none.fl_str_mv O segmento de negócio dos jogos sociais online está exposto a uma intensa competição, onde empresas lutam umas conta as outras por cada usuário. Assim é importante manter os jogadores leais aos jogos e comunidades, pois os custos de aquisição de novos jogadores estão a crescer com o crescimento da concorrência. Consequentemente, a existência de um departamento de Gestão de Comunidade bem estruturado e desenvolvido, numa empresa que opera num sector em rápido crescimento, é quase crucial para o sucesso a longo prazo. Sendo este departamento a voz de comunicação entre a empresa e os membros da comunidade, este tem que enfrentar o desafio de retê-los leais ao jogo, comunidade e consequentemente à marca. Sendo que Engagement é a viajem e Lealdade é o destino (Wolfe, 2012), neste Corporate Project, vai ser mensurado, analisado e melhorado o processo de engagement do consumidor da Virtual Brand Community existente na empresa ambiciosa Goodagme Studios. Para tal a pergunta de investigação é: Como pode ser melhorado e aumentado o processo de engagement da comunidade online existente na Goodgame Studios? Para resolver este problema foi conduzida uma análise quantitativa numa das comunidades de jogos da Goodgame Studios, a comunidade do Goodgame Empire. A comunidade foi questionada a responder a um questionário no qual esta tinha que avaliar afirmações e responder a questões sobre os seus hábitos e costumes dentro da comunidade. O questionário foi desenvolvido tendo por base 4 características e influenciadores de engagement: Associação, Satisfação e Confiança, Commitment e Lealdade. Os resultados desta análise quantitativa foram moderadamente satisfatórios; os questionados apreciam um engagement relativamente satisfatório. Apesar deste resultado satisfatório, a análise também revelou algumas questões que tem que ser melhoradas e aperfeiçoadas.
dc.format.none.fl_str_mv application/pdf
application/octet-stream
dc.identifier.none.fl_str_mv http://hdl.handle.net/10071/6541
dc.language.none.fl_str_mv eng
dc.rights.none.fl_str_mv http://purl.org/coar/access_right/c_16ec
dc.subject.none.fl_str_mv Consumer engagement
Community management
Virtual brand community
Goodgame studios
Engagement do consumidor
Gestão de comunidade
dc.title.fl_str_mv Consumer engagement in virtual brand communities: The case of Goodgame studios
dc.type.none.fl_str_mv http://purl.org/coar/resource_type/c_bdcc
description The social online game business segment is exposed to intense competition where companies fight with each other for each user. So it is important to keep players loyal to the games and communities, since acquisition costs of new players are increasing with the increase of competition. Consequently, having a well-structured and well-functioning Community Management department in a company that deals with this fast growing sector is almost crucial for their long-term success. As this department is the speaking voice between the company and the community member, it has to face the challenge of maintaining them loyal to the game, community and consequently to the brand. Whereas that Engagement is the Journey and Loyalty is the Destination (Wolfe, 2012), in this corporate project, the consumer engagement process of the existing online community from the striving and ambitious company Goodgame Studios´ will be measured, analyzed and improved. Therefore, the main research question is: how can the engagement process in Goodgame Studios´ existing community be improved and increased? To accomplish this problem it was conducted a quantitative analysis on one of Goodgame Studios´ game communities, the Goodgame Empire community. The community was asked to answer a questionnaire in where they had to evaluate statements and answer questions about their community habits and costumes based on 4 engagement characteristics and influencers: Association, Satisfaction and Trust, Commitment and Loyalty. The outcomes of this quantitative research were quite satisfying; respondents appreciate a relatively high engagement. Nonetheless, the research also revealed issues which have to be improved and enhanced.
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person_str_mv Schulz, Bianca Manuela
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spelling porThe social online game business segment is exposed to intense competition where companies fight with each other for each user. So it is important to keep players loyal to the games and communities, since acquisition costs of new players are increasing with the increase of competition. Consequently, having a well-structured and well-functioning Community Management department in a company that deals with this fast growing sector is almost crucial for their long-term success. As this department is the speaking voice between the company and the community member, it has to face the challenge of maintaining them loyal to the game, community and consequently to the brand. Whereas that Engagement is the Journey and Loyalty is the Destination (Wolfe, 2012), in this corporate project, the consumer engagement process of the existing online community from the striving and ambitious company Goodgame Studios´ will be measured, analyzed and improved. Therefore, the main research question is: how can the engagement process in Goodgame Studios´ existing community be improved and increased? To accomplish this problem it was conducted a quantitative analysis on one of Goodgame Studios´ game communities, the Goodgame Empire community. The community was asked to answer a questionnaire in where they had to evaluate statements and answer questions about their community habits and costumes based on 4 engagement characteristics and influencers: Association, Satisfaction and Trust, Commitment and Loyalty. The outcomes of this quantitative research were quite satisfying; respondents appreciate a relatively high engagement. Nonetheless, the research also revealed issues which have to be improved and enhanced.porO segmento de negócio dos jogos sociais online está exposto a uma intensa competição, onde empresas lutam umas conta as outras por cada usuário. Assim é importante manter os jogadores leais aos jogos e comunidades, pois os custos de aquisição de novos jogadores estão a crescer com o crescimento da concorrência. Consequentemente, a existência de um departamento de Gestão de Comunidade bem estruturado e desenvolvido, numa empresa que opera num sector em rápido crescimento, é quase crucial para o sucesso a longo prazo. Sendo este departamento a voz de comunicação entre a empresa e os membros da comunidade, este tem que enfrentar o desafio de retê-los leais ao jogo, comunidade e consequentemente à marca. Sendo que Engagement é a viajem e Lealdade é o destino (Wolfe, 2012), neste Corporate Project, vai ser mensurado, analisado e melhorado o processo de engagement do consumidor da Virtual Brand Community existente na empresa ambiciosa Goodagme Studios. Para tal a pergunta de investigação é: Como pode ser melhorado e aumentado o processo de engagement da comunidade online existente na Goodgame Studios? Para resolver este problema foi conduzida uma análise quantitativa numa das comunidades de jogos da Goodgame Studios, a comunidade do Goodgame Empire. A comunidade foi questionada a responder a um questionário no qual esta tinha que avaliar afirmações e responder a questões sobre os seus hábitos e costumes dentro da comunidade. O questionário foi desenvolvido tendo por base 4 características e influenciadores de engagement: Associação, Satisfação e Confiança, Commitment e Lealdade. Os resultados desta análise quantitativa foram moderadamente satisfatórios; os questionados apreciam um engagement relativamente satisfatório. Apesar deste resultado satisfatório, a análise também revelou algumas questões que tem que ser melhoradas e aperfeiçoadas.application/pdfapplication/octet-streamengporConsumer engagement in virtual brand communities: The case of Goodgame studiosSchulz, Bianca ManuelaHandlehttp://hdl.handle.net/10071/65412014-03-06T13:57:55Z2012-01-01T00:00:00Z20122012-08http://purl.org/coar/access_right/c_16ecrestricted accessporConsumer engagementporCommunity managementporVirtual brand communityporGoodgame studiosporEngagement do consumidorporGestão de comunidade2328426 bytes183049 byteshttp://purl.org/coar/access_right/c_16ecapplication/pdffulltexthttps://repositorio.iscte-iul.pt/bitstreams/f15dc2ac-350d-4522-9dd6-dedd169ead58/downloadhttp://purl.org/coar/access_right/c_16ecapplication/octet-streamfulltexthttps://repositorio.iscte-iul.pt/bitstreams/f36e72ac-d201-43f4-969c-fb951d345885/downloadother research producthttp://purl.org/coar/resource_type/c_bdccmaster thesis
spellingShingle Consumer engagement in virtual brand communities: The case of Goodgame studios
Schulz, Bianca Manuela
Consumer engagement
Community management
Virtual brand community
Goodgame studios
Engagement do consumidor
Gestão de comunidade
status SINGLETON
subject.fl_str_mv Consumer engagement
Community management
Virtual brand community
Goodgame studios
Engagement do consumidor
Gestão de comunidade
title Consumer engagement in virtual brand communities: The case of Goodgame studios
title_full Consumer engagement in virtual brand communities: The case of Goodgame studios
title_fullStr Consumer engagement in virtual brand communities: The case of Goodgame studios
title_full_unstemmed Consumer engagement in virtual brand communities: The case of Goodgame studios
title_short Consumer engagement in virtual brand communities: The case of Goodgame studios
title_sort Consumer engagement in virtual brand communities: The case of Goodgame studios
topic Consumer engagement
Community management
Virtual brand community
Goodgame studios
Engagement do consumidor
Gestão de comunidade
topic_facet Consumer engagement
Community management
Virtual brand community
Goodgame studios
Engagement do consumidor
Gestão de comunidade
url http://hdl.handle.net/10071/6541
visible 1