Child Labor
Autor: kbarnes • January 21, 2015 • Essay • 552 Words (3 Pages) • 1,241 Views
Case Study 2-3: Virtually Free!
1. I believe that games such as Tiny Zoo and Castleville are learned through intentional learning. On page 60 in the text Babin/Harris describes intentional learning as, “a process by which consumers set out to specifically learn information devoted to a certain subject.” The children and adults that play these games knowingly go out of their way to find a game of their choice and learn how to play it, which makes their learning intentional. Unintentional learning is learning to do something without trying to do so, and to be able to actively play a game you have to understand the rules and how to play.
2. On Page 80 of the text Babin/Harris describes schema as, “a type of associative network that works as a cognitive representation of a phenomenon that provides meaning to that entity.” Whether brand schema is important depends where the consumers are playing these games. I think that the company Zynga is rarely associated with the games because not all games are through that company. Many people play Candy Crush Saga or Farmville through Facebook, which would make customers think of the host while playing. Others who play through an app on their phone or iPad would mostly likely just think of the game itself and the brand schema would be a fairly unimportant.
3. On page 85 in the text Babin/Harris describes motivation as, “the inner reasons or driving forces behind human actions that drive consumers to address real needs.” Some of the motivation from online gaming comes through Facebook invitations from friends. People are often motivated by their peers and want to see what the current “buzz” is about. These games seem to draw people in and once you get so far into a game it will ask you to purchase things in order to go to the next level or increase your chances in the game. The games are fun, pass time, and allow the consumer to connect
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