Research Ideas, pt. 2

17 Mar

After talking with Dr. V last class and making some notes, I realized that while the topic can be researched, grounding it was the biggest concern. I have a tendency to spew tons of opinions, and thus make assumptions. So, the first thing done was revising the question such that I need to find out how are gaming companies using social media and fan feedback in their new product development? Surely, we can assume that they are using feedback, but the mixture of fan feedback-be it pre-production, during production, or post-production-will drastically say otherwise. Just following the Marvel vs. Capcom 3 Facebook fanpage (which is the game I will be using for this study) will show a vast mixture of fans who a) hate the game, think it’s the worst thing ever created. b)people who complain day in and out about Capcom not listening to their requests as a community regarding features, functionality, and characters. c) people who feel Capcom is hearing them out, and doing everything the fans want.

I think what I was conveying with my last post as well is that the assumption can also be made that it is impossible to appeal to every aspect of the population. One person wanting a new playable mode out of one million is obviously not justifiable means to add said mode. With that being said, what is? Ten percent? Sixty percent? Forty-two percent? It would be very difficult to attempt to quantify this value without making the research a bit more extensive. It’s just an additional thought I’ve had.

I want to know how this works in terms of new product development. A company starts to create a product geared towards a very specific population, but what are the determining factors for the product? Classic research and usability studies have proven that the answer here is take it to the population and just flat-out ask. How much information is needed then? What type of information? Again, these are data that already exist, and thus provide a framework for the company. The question again is ‘how are companies implementing this feedback’? How are they responding when a mid-production post is made by said company (i.e. capcom), and fans are responding negatively? Is it overhauled? Is it ignored? The only assumption I am comfortable making at this point is that pre-production feedback will have very minimal negative response, and that this value is prone to increase with each stage. If perfect games existed, we wouldn’t have any negative feedback.

-Vanessa B!


Posted by on March 17, 2011 in Uncategorized


3 responses to “Research Ideas, pt. 2

  1. Mihaela

    March 23, 2011 at 12:21 pm

    The concept of market segmentation and market segments may help here…

    I LOVE the “stitching” on this wordpress theme.

    • msvanessab

      March 23, 2011 at 7:58 pm

      but I already turned in my lit review! 😦

  2. Mihaela

    March 23, 2011 at 8:24 pm

    Keep it in mind for your final project. What you turned in is version 1.


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