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Kinect The Researching Communicators

Kinect The Researching Communicators. Sutherland Beever Steve DeFord Alex Kelso Chrysten Riley Amelia Seaman. Executive Summary. Summary of Problem Statement:

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Kinect The Researching Communicators

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  1. KinectThe Researching Communicators Sutherland Beever Steve DeFord Alex Kelso Chrysten Riley Amelia Seaman

  2. Executive Summary Summary of Problem Statement: The Kinect system itself requires more exertion than standard video games systems historically have needed. The client is interested in expanding the acceptability and willingness to engage on this new level to play games. Research is needed to be conducted to explore the current user trends with the system and possible ways to increase the trend, making the Kinect system the new standard for video gameplay. Objective of Research: Secondary: Discovering market feasibility of Kinect when it comes to gauging in physical activity.Qualitative:  The feelings and attitudes of the consumer towards the product.Consumers experience with the product.Consumers views on the appealing and unappealing qualities of the product.Quantitative:  Their overall thoughts of the Kinect compared to other gaming systems. Their views on the attributes that the Kinect offer.  

  3. Executive Summary Summary of the design of the three research projects: Secondary:   Method: Researching secondary resources, such as Google insight,  for information about the Kinect.  Thoroughly researching the past, present, and hopeful future of the Kinect.  Familiarizing ourselves with the future of gaming.  Analysis: People want to buy the kinect mainly because of how simple it is to use, the social appeal, and the multiple uses of the kinect that offer a variety of different services.  The kinect is target towards everyone with things for young children, adults, and families the kinect is said to have something for everyone.Qualitative  Method:  The group conducted a focus group with six college students, ranging from 18- 24 years of age.  To be allowed in the group they had to play motion gaming systems once before.  Analysis:  Everyone enjoyed the Kinect and thought it is a great option for exercising indoors.  Along with the fact that even though they’re still playing a videogame, they are being active while doing so.  

  4. Executive Summary Quantitative  Method:  A survey through Qualtrics asking questions about peoples view of the Kinect and how they would rate it compared to the other gaming systems.  Analysis: Xbox Kinect is a hit throughout the ages but mainly with the males, not completely though!  People do prefer motion gaming over standard gaming.   Key Findings as a Whole:  The Kinect is a great way to get those of all ages involved.  It is designed so that people of all ages are able to use it.  It gives those the option of getting their blood pumping while playing a variety of video games.  Also, if one can’t find the remote, no need to worry for the voice control option is there.  If you just want to watch Netflix or play some tunes, simply speak to the Kinect and let the magic happen.  The webcam feature is a great way to stay in touch with those that one doesn’t see everyday.

  5. Secondary Research • Research Problem Statement: Nearly one-third of all Microsoft Xbox owners also own the Kinect system. However it is unclear how much time is spent is spent by customers using the Kinect system and playing games with the unit. The Kinect system itself requires more exertion than standard video games systems historically have needed. The client is interested in expanding the the acceptability and willingness to engage on this new level to play games. Research is needed to be conducted to explore the current user trends with the system and possible ways to increase the trend, making the Kinect system the new standard for video gameplay. Primary research is the only way this new data can be collected about this cutting-edge product, as no similar research has been done in the past.

  6. Secondary Research • We concluded our research problem throughout various research techniques. First, we examined the secondary research that has been recorded over the years to answer our research questions we put together.  Then, we conducted a focus group to see what people had to say about the XBox Kinect.  The conclusion was what we had anticipated.  The consumers enjoyed the idea of being active while staying inside.  And having the option to use voice control or a webcam.  Along with the option of being able to play standard videogames as well.  Lastly,  we conducted a survey to get a numerical idea of what people thought.  The results showed that people prefer motion gaming over the standard any day.

  7. Qualitative Research •  Main Findings:  The XBox Kinect is a great gaming console and people view it in a positive light.  The option to be the controller allows one to be active, getting the blood flowing, and to be fully immersed in the game.  Instead of sitting on the couch and just moving their arms, they get to move their whole body.  If one misplaced the controller, they will still be able to control the Kinect with the use of their own voice.  One does not need to purchase multiple controllers either.  They can play one to four layer games without having to spend a dime on extra accessories.  During our Focus Group,  the discussion was flowing nicely and we heard various opinions.  In which those findings have been common through our research. We anticipated such answers and were happy to receive them in the end.  

  8. Research Objectives/Concepts of Interest • Consumers behavior with the productConsumers attitude towards the product Which features do consumers frequently use  

  9. Research Method • Online survey 56 completed surveyspeople who have used the kinect and or any other motion gaming system at least once94% response rate

  10. Research Method Participants Profile How old are you? N=59 Age of participants who took the survey

  11. Research Method Participants Profile Gender N=59 Gender of participants who took the survey

  12. Findings Video Game Enjoyment N=59 Ranking of video game enjoyment

  13. Findings Video game consumption N=59 How often our participants partake in video game playing

  14. Findings Video game ranking N=59 Participants ranked three game systems first, second, or third place

  15. Findings When playing motion gaming system how many people do you prefer to play with? N=59

  16. Findings How do you feel about playing motion games in front of others?    

  17. Findings

  18. Findings

  19. Findings

  20. Findings

  21. Findings

  22. Research Conclusions

  23. Questions?

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