鉁掞笍聽Overview of research projects
路 more than 25 independently designed and implemented research projects across global markets (e.g., Japan, Southeast Asia, Hong Kong, and the US)
路 topics: the motivations, behaviors, platform using experience, and market outlook of global investors
路 methods: survey, interview (1 on 1 & focus group), and usability test
路 examples of published PR research projects:
路 topics: the motivations, behaviors, platform using experience, and market outlook of global investors
路 methods: survey, interview (1 on 1 & focus group), and usability test
路 examples of published PR research projects:
鉁掞笍 Research infrastructure building & services
路 designed and led the company's first-ever field study & user interview project in Japan
路 established instructions on Japanese investor studies, emphasizing the cross-cultural differences of research implement between Japan and western cultural circle
路 17 SOP and methodology documents
路 team-wide project scoping and delivery standards setting
路 mentored 4 interns to independently own full project cycles聽
路 established instructions on Japanese investor studies, emphasizing the cross-cultural differences of research implement between Japan and western cultural circle
路 17 SOP and methodology documents
路 team-wide project scoping and delivery standards setting
路 mentored 4 interns to independently own full project cycles聽
鉁掞笍 Company-wide influences
路 recognized by top-tier stakeholders for research impacts
路 Provided consultative support to various business lines
路 Provided consultative support to various business lines
6 projects covering analysis on player experience, marketing strategy, and women players' in-game consumption practices
[1] Analyzing the beginner guidance systems in open-world exploration games聽
[2] Evaluating brand ambassadors: a case study of video game marketing campaigns from 2019 to 2021聽
[3] Constructing the "Near-Future Sci-Fi" aesthetics in contemporary ACG contents聽
[4] Player segmentation in anime gacha games: a model of motivations, behaviors, and attitudes 聽
[5] Mechanics of progression: a comparative analysis of character development systems in anime gacha games聽
[6] Youth culture in flux: a textual analysis of trending phenomena and shifting psychosocial demands implied聽
[1] Segmentation of online financial education audiences: a qualitative study聽
[2] User experience and satisfaction with re-purchased online coding courses聽
[1] A qualitative study of motivations and practices in BL fanfiction communities聽
[2] A quantitative survey of player motivations and behaviors in anime gacha games聽
[3] From brand to IP: A case study on the evolution of Pok茅mon聽