Attitudes Toward Virtual Reality Products of Gamers and Non-Gamers

dc.contributorAalto Universityen
dc.contributorAalto-yliopistofi
dc.contributor.advisorAltobello, Suzanne
dc.contributor.authorAnttila, Petteri
dc.contributor.departmentMikkelin kampusfi
dc.contributor.schoolKauppakorkeakoulufi
dc.contributor.schoolSchool of Businessen
dc.date.accessioned2018-09-10T09:27:37Z
dc.date.available2018-09-10T09:27:37Z
dc.date.issued2018
dc.description.abstractObjectives The main objectives of this study were: 1) To identify the key arguments for gamers and non-gamers. 2) To identify and describe the trending attitudes toward VR products of gamers and non-gamers. 3) To explore the significance of Objectives 1. & 2., as pertaining to future development of the technology and marketing. Summary Virtual reality (VR) is a highly current technology and issue. 2018 has been projected to be the year in which VR will finally begin to turn its ailing trend around, and as such, it is important to understand what its distinctive, competitive aspects are. This study launched a survey in order to better understand the attitudes of gamers and non-gamers toward VR products, and in order to derive key, compelling arguments that would convince this target group to adopt this upcoming technology. Conclusions 1) While virtual reality products are not seen as common today, it seems that the general perception is that the next decade will bring them more into the spotlight. 2) Virtual reality seems to currently be a curious technology but does not seem to be delivering what people would wish just yet, and/or its strengths are not being communicated well enough. 3) While all three aspects of virtual reality products – presence, immersion, and affect – have been shown to be at least somewhat important for gamers and non-gamers, gamers seem to tend to focus more on immersion quality, while non-gamers on affect quality and quantity.en
dc.format.extent45 + 4
dc.format.mimetypeapplication/pdfen
dc.identifier.urihttps://aaltodoc.aalto.fi/handle/123456789/33949
dc.identifier.urnURN:NBN:fi:aalto-201809105060
dc.language.isoenen
dc.programme(Mikkeli) Bachelor’s Program in International Businessen
dc.subject.keywordvirtual realityen
dc.subject.keywordattitudesen
dc.subject.keywordgamersen
dc.subject.keywordnon-gamersen
dc.subject.keywordtechnologyen
dc.titleAttitudes Toward Virtual Reality Products of Gamers and Non-Gamersen
dc.typeG1 Kandidaatintyöfi
dc.type.ontasotBachelor's thesisen
dc.type.ontasotKandidaatintyöfi

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