Skip to Main content Skip to Navigation
Conference papers

Partner Character Attracting Consumers to a Real Store

Abstract : The diversification of personal tastes and the rapid increase in choices makes it difficult to select things that suits them. For service providers it is fixedly segmented like a conventional mass media It is becoming more difficult to provide advertisements and services to individuals. Because of these circumstances, it is requested that we can accurately acquire personal preferences and analyze them. On the other hand, attention is focused on O2O, which connects online actions to offline online shopping in real stores.We also use gaming which makes various elements of everyday life into a game, Measures have also been taken to immerse and positively tackle purchasing behavior. In the marketing field, it is said that narrative is important for inducing user’s behavior. Therefore, in this research, we construct a partner character system based on scenario game and verify whether we can increase purchasing behavior in a real shop by making users engage in the system using scenarios and characters that can be friends with users.
Complete list of metadatas

Cited literature [1 references]  Display  Hide  Download

https://hal.inria.fr/hal-01771296
Contributor : Hal Ifip <>
Submitted on : Thursday, April 19, 2018 - 2:37:08 PM
Last modification on : Thursday, April 19, 2018 - 2:39:16 PM
Document(s) archivé(s) le : Tuesday, September 18, 2018 - 3:55:59 PM

File

978-3-319-66715-7_54_Chapter.p...
Files produced by the author(s)

Licence


Distributed under a Creative Commons Attribution 4.0 International License

Identifiers

Citation

Motoi Okuzono, Masahumi Muta, Soh Masuko, Hayaki Kawata, Junichi Hoshino. Partner Character Attracting Consumers to a Real Store. 16th International Conference on Entertainment Computing (ICEC), Sep 2017, Tsukuba City, Japan. pp.423-426, ⟨10.1007/978-3-319-66715-7_54⟩. ⟨hal-01771296⟩

Share

Metrics

Record views

82

Files downloads

39