Kinect The Researching Communicators. Sutherland Beever Steve DeFord Alex Kelso Chrysten Riley Amelia Seaman. Executive Summary. Summary of Problem Statement:
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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.
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.
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.
Research Objectives/Concepts of Interest
How old are you?
N=59 Age of participants who took the survey
N=59 Gender of participants who took the survey
Video Game Enjoyment
N=59 Ranking of video game enjoyment
Video game consumption
N=59 How often our participants partake in video game playing
Video game ranking
N=59 Participants ranked three game systems first, second, or third place
When playing motion gaming system how many people do you prefer to play with?
How do you feel about playing motion games in front of others?