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Year of publication
Subject
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Computerspiel 1,997 Video game 1,922 Consumer behaviour 499 Konsumentenverhalten 499 Spieltheorie 429 Game theory 427 Social Web 280 Social web 280 Online-Marketing 184 Internet marketing 183 Virtuelle Realität 170 Virtual reality 169 Werbewirkung 168 Gamification 167 Advertising effects 165 Online retailing 134 Online-Handel 134 Computerspieleindustrie 117 Video game industry 117 Werbung 114 Electronic Commerce 109 Innovation 107 Advertising 106 E-commerce 106 Experiment 103 USA 102 United States 100 Internet 95 Brand management 90 Markenführung 90 Theorie 90 Theory 90 E-Learning 89 E-learning 87 Deutschland 86 Germany 84 Network economics 81 Netzwerkökonomik 81 Mobile Anwendung 77 Mobile application 77
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Online availability
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Undetermined 752 Free 470 CC license 41
Type of publication
All
Article 1,373 Book / Working Paper 642 Journal 1
Type of publication (narrower categories)
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Article in journal 1,054 Aufsatz in Zeitschrift 1,054 Aufsatz im Buch 271 Book section 271 Graue Literatur 132 Non-commercial literature 132 Arbeitspapier 112 Working Paper 112 Hochschulschrift 62 Thesis 34 Case study 26 Fallstudie 26 Collection of articles of several authors 24 Sammelwerk 24 Aufsatzsammlung 18 Conference paper 16 Konferenzbeitrag 16 Konferenzschrift 12 Dissertation u.a. Prüfungsschriften 10 Collection of articles written by one author 6 Sammlung 6 Conference proceedings 3 Ratgeber 3 Amtsdruckschrift 2 Bibliografie 2 Government document 2 Market information 2 Marktinformation 2 Statistics 2 Statistik 2 Amtliche Publikation 1 Article 1 Bibliografie enthalten 1 Bibliography included 1 CD-ROM, DVD 1 Elektronischer Datenträger 1 Fallstudiensammlung 1 Glossar enthalten 1 Glossary included 1 Guidebook 1
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Language
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English 1,798 German 206 Undetermined 9 French 4 Spanish 2 Russian 1 Serbian 1
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Author
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Castronova, Edward 26 Ward, Michael R. 17 Kretschmer, Tobias 10 Sreejesh, S. 10 Storz, Cornelia 10 Claussen, Jörg 9 Cox, Joe 9 Scholz, Tobias M. 9 Teipen, Christina 9 Teng, Ching-I 9 Engelstätter, Benjamin 8 Hamari, Juho 8 Parshakov, Petr 8 Vashisht, Devika 8 Zackariasson, Peter 8 Dwivedi, Yogesh K. 7 Dwyer, Brendan 7 Harviainen, J. Tuomas 7 Kolb, Albert 7 Müller-Lietzkow, Jörg 7 Oechssler, Joerg 7 Reijmersdal, Eva A. van 7 Schipper, Burkhard 7 Terlutter, Ralf 7 Wagner, Gert G. 7 Abbasi, Amir Zaib 6 Bell, Mark W. 6 Breuer, Markus 6 Dürsch, Peter 6 Ghosh, Tathagata 6 Gretz, Richard T. 6 Hernandez, Monica D. 6 Klein, Kristina 6 Leclercq, Thomas 6 Nair, Harikesh 6 Pabilonia, Sabrina Wulff 6 Pavenkov, Oleg 6 Pelsmacker, Patrick de 6 Rubtcova, Mariia 6 Stremersch, Stefan 6
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Institution
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IGI Global 14 Springer Fachmedien Wiesbaden 8 National Bureau of Economic Research 6 Information Resources Management Association 3 Eric Cuvillier <Firma> 2 Harvard Graduate School of Business Administration 2 Nomos Verlagsgesellschaft 2 OECD 2 Organisation for Economic Co-operation and Development 2 Tectum Verlag 2 Vienna Games Conference <17., 2023, Wien> 2 Aix-Marseille Université / Centre de Droit du Sport 1 Axel-Springer-Verlag 1 Berlin Verlag 1 Berliner Wissenschafts-Verlag 1 Block de ideas SL 1 Center of Market Oriented Product and Production Management 1 Christian-Albrechts-Universität zu Kiel 1 DGT Jahrestagung <19., 2015, Kempten> 1 Deutsche Gesellschaft für Tourismuswissenschaft 1 Donau-Universität Krems / Universitätsbibliothek 1 Erich Schmidt Verlag 1 European Commission / Consumers, Health and Food Executive Agency 1 European Institute of Japanese Studies 1 Europäische Kommission 1 Europäisches Parlament / Generaldirektion Interne Politikbereiche der Union / Direktion Struktur- und Kohäsionspolitik 1 FOM-Hochschule für Oekonomie & Management / Institut für Wirtschaftspsychologie 1 Friedrich-Schiller-Universität Jena 1 Fundació per a la Universität Oberta de Catalunya 1 Großbritannien / Department of Trade and Industry 1 HAL 1 Handelshochschule Leipzig 1 Hochschule Magdeburg-Stendal 1 Hochschule für Technik und Wirtschaft Berlin 1 Humboldt-Universität zu Berlin 1 Instituttet for Industriøkonomi og Virksomhedsstrategi <Kopenhagen> 1 International Computer Game Conference <1, 2006, Köln> 1 International XR Conference / Annual conference <7., 2022, Lissabon> 1 Katholische Sozialethische Arbeitsstelle <Hamm, Westfalen> 1 London School of Economics and Political Science 1
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Published in...
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Journal of business research : JBR 39 Journal of advertising : official publication of the American Academy of Advertising 24 Technological forecasting & social change : an international journal 24 Journal of consumer behaviour : an international research review 16 Computer games as educational and management tools : uses and approaches 14 Information & management : the internat. journal of management processes and systems ; journal of IFIP Users Group 14 International journal of advertising : the quarterly review of marketing communications 14 Young consumers : insight and ideas for responsible marketers 14 Information systems research : ISR 13 SpringerLink / Bücher 13 Journal of interactive marketing : a quarterly publication from the Direct Marketing Educational Foundation 12 Journal of retailing and consumer services 12 Journal of sport management : the official journal of the North American Society of Sport Management 12 The business of gamification : a critical analysis 12 Journal of management information systems : JMIS 11 Psychology & marketing 11 Sport marketing quarterly : preferred journal of the Sport Marketing Association 11 Transforming gaming and computer simulation technologies across industries 11 International journal of sports marketing & sponsorship 10 Management science : journal of the Institute for Operations Research and the Management Sciences 10 Creativity and innovation management 9 Research policy : policy, management and economic studies of science, technology and innovation 9 Springer eBook Collection 9 International journal of e-business research : an official publication of the Information Resources Management Association 8 International journal of electronic commerce : IJEC 8 International journal of research in marketing : IJRM ; official journal of the European Marketing Academy 8 Journal of marketing communications 8 Journal of the Academy of Marketing Science 8 Medienwirtschaft : MW ; Perspektiven der digitalen Transformation 8 Research 8 Spielend die Zukunft gewinnen : Wachstumsmarkt elektronische Spiele 8 Application of gaming in new media marketing 7 European Sport management quarterly : ESMQ 7 International journal of innovation management 7 Journal of promotion management : innovations in planning and applied research 7 Advertising in new formats and media : current research and implications for marketers 6 Electronic commerce research 6 Harvard business review : HBR 6 International journal of advertising : the review of marketing communications 6 International journal of internet marketing and advertising : IJIMA 6
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Source
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ECONIS (ZBW) 1,954 USB Cologne (EcoSocSci) 50 RePEc 6 Other ZBW resources 4 BASE 1 EconStor 1
Showing 1 - 50 of 2,016
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Entrepreneuring as provocation and its critical capacity : problematizing and establishing meanings of entrepreneurship
Gregori, Patrick - In: Entrepreneurship and regional development : an … 36 (2024) 9/10, pp. 1188-1209
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015125258
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Into the virtual worlds : conceptualizing the consumer-avatar journey in virtual environments
Peng, Yue; Cowan, Kirsten; Ribeiro, Joel Lo - In: Psychology & marketing 42 (2025) 2, pp. 374-394
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015373123
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Gamification and economic behavior : geospatial insights into mobile exercise app usage in South Korea
Jang, Seongsoo; Kim, Jinwon; Kim, Changwook - In: Tourism economics : the business and finance of tourism … 31 (2025) 2, pp. 359-378
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015373283
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Longitudinal perceptions of gamified loyalty programs (GLPs) : a mix of slot machines and entertainment toys
Lopes, José Varela; Casais, Beatriz - In: Journal of research in interactive marketing : … 19 (2025) 2, pp. 268-286
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015416699
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Are games always fun and fair? : a comparison of reactions to different game-based assessments
Ohlms, Marie L.; Melchers, Klaus G. - In: International journal of selection and assessment : IJSA 33 (2025) 1, pp. 1-16
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015338477
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Unlocking playful dimensions : developing and validating a scale for assessing video game-related hedonic experiences
Abbasi, Amir Zaib; Ding Hooi Ting; Hlavacs, Helmut; … - In: Journal of innovation & knowledge : JIK 10 (2025) 4, pp. 1-16
This study aims to develop and validate an instrument to measure video game-related playful consumption experiences (PCEs), assessing a player's imaginal, emotional, and sensory experiences during video gameplay. We initially conceptualize the theoretical framework of video game-related PCEs....
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015433395
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WeChat gamification : mobile payment impact on word of mouth and customer loyalty
Butt, Asad Hassan; Ahmad, Hassan; Muzaffar, Asif; … - In: Spanish journal of marketing 29 (2025) 1, pp. 95-113
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015190420
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Hybridization of human resource management practices at South Korean online game firms : the effects of inter-organizational networks
Yoon, Francis K. - In: Asia Pacific business review 31 (2025) 1, pp. 90-111
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015191570
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Exploring the orientation towards metaverse gaming : contingent effects of VR tools usability, perceived behavioural control, subjective norms and age
Mandal, Santanu; Dubey, Ritesh Kumar; Basu, Bhaskar; … - In: Journal of innovation & knowledge : JIK 10 (2025) 1, pp. 1-17
The Gen-Z, who are deemed digital natives, have shown interest in the metaverse. The emergence of augmented reality (AR), virtual reality (VR), and mixed reality (XR) technologies in recent years has fuelled the increased interest in metaverse gaming. However, extant literature is yet to...
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015192343
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"Coolness" and "joy" in games : factors influencing mobile game players' willingness to make in-game purchases
Ma, Yining; He, Wang - In: Asia Pacific journal of marketing and logistics 37 (2025) 2, pp. 331-348
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015211059
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Personalized content, engagement, and monetization in a mobile puzzle game
Pape, Louis-Daniel; Helmers, Christian; Iaria, Alessandro; … - In: International journal of industrial organization 98 (2025), pp. 1-18
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015181873
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Unlocking playful dimensions: Developing and validating a scale for assessing video game-related hedonic experiences
Abbasi, Amir Zaib; Hlavacs, Helmut; Wilson, Bradley; … - In: Journal of Innovation & Knowledge (JIK) 10 (2025) 4, pp. 1-16
This study aims to develop and validate an instrument to measure video game-related playful consumption experiences (PCEs), assessing a player's imaginal, emotional, and sensory experiences during video gameplay. We initially conceptualize the theoretical framework of video game-related PCEs....
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015461229
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Driving mobile app user engagement through gamification
Paschmann, Jens Wilhelm; Bruno, Hernan A.; Heerde, … - In: Journal of marketing research 62 (2025) 2, pp. 249-273
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Sequential pricing on multisided platforms
Bontems, Philipe; Hamilton, Stephen F.; Lepore, Jason J. - In: Economics letters 255 (2025), pp. 1-7
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There is business like show business! : what marketing scholars and managers can learn from 40 years of entertainment science research
Kupfer, Ann-Kristin; Hennig-Thurau, Thorsten - In: Journal of the Academy of Marketing Science 53 (2025) 3, pp. 760-780
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015508987
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Engagement in platform markets : a (video) game changer?
Crombrugge, Michiel van; Stremersch, Stefan - In: Journal of the Academy of Marketing Science 53 (2025) 5, pp. 1422-1446
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015509061
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Strolling down memory card lane : nostalgia, age, and video game remakes
Butcher, Luke; Toh, Adrian - In: Journal of marketing management : JMM ; journal of the … 41 (2025) 9/10, pp. 892-909
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015526651
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Gamification in virtual sales training : evidence from a field experiment
Frieß, Maximilian - In: Journal of personal selling & sales management : JPSSM 45 (2025) 3, pp. 224-237
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015519691
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Who gets a turn? : exploring multi-stakeholder collaboration in circular innovation and the role of gamification
Woy, Princess; Whalen, Katherine A.; Renström, Sara; … - In: Journal of innovation & knowledge : JIK 10 (2025) 6, pp. 1-13
Open innovation, especially through processes that support remote collaboration such as gamification, has the potential to support multi-stakeholder collaboration for circular innovation. This study explores how companies want to collaborate for circular innovation, specifically with end-users....
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015546338
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Learning by gaming : nonwork-to-work enrichment among successful massive multiplayer online gamers
Beigi, Mina; Ayoobzadeh, Mostafa; Shirmohammadi, Melika - In: Human resource development international : HRDI 28 (2025) 3, pp. 446-475
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015543302
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Exploring the development efficiency and effectiveness of digital products
Liao, Kun; Tang, Pingping; Wang, Jianfeng; Wang, Fang - In: International journal of technology, policy and … 25 (2025) 2, pp. 117-130
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015437706
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In the company of strangers : social influence from anonymous peers in online game settings
Jo, Wooyong; Sunder, Sarang; Choi, Jeonghye; Trivedi, … - In: Journal of consumer research : JCR ; an … 52 (2025) 3, pp. 502-525
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015460025
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Modeling behavioral dynamics in digital content consumption : an attention-based neural point process approach with applications in video games
Yin, Junming; Feng, Yue; Liu, Yong - In: Marketing science 44 (2025) 1, pp. 220-239
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015197252
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The impact of consumer engagement with gamified branded apps on gameful experience in emerging markets : an empirical study
Abbasi, Amir Zaib; Hollebeek, Linda D.; Ting, Ding; … - In: Organizations and markets in emerging economies 15 (2024) 2, pp. 216-247
Drawing on social exchange theory, this article examines how consumers' engagement with gamified branded mobile apps impacts different aspects of their gameful experience, which comprises accomplishment, competition, challenge, immersion, guidance, playful experience, and social experience. We...
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015340205
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Exploring the impact of gamified experiences on user engagement in fitness apps : a GAMEFULQUEST perspective
Rehman, Umair; Abbasi, Amir Zaib; Ding Hooi Ting; … - In: IEEE transactions on engineering management : EM ; a … 71 (2024), pp. 3613-3628
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015407661
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The AI-Driven transformative potential of the game industry for economy and society
Qin, Tee Yi; Nor Hazana Abdullah; Emran, Natrah Mohd - In: Foresight and STI governance : journal of the National … 18 (2024) 2, pp. 21-30
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015413847
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Game of luck or skill? : an empirical study of Speed Leedo
Chakraborty, Soumyakanti; Mukherjee, Anik - 2024
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015211112
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Identifying gamification factors for digital banking service users in Vietnam : extending TAM model with gamification and perceived value
Tran Viet Tam; Nguyen Hoang Tien; Bańka, Michał - In: Cogent business & management 11 (2024) 1, pp. 1-15
This study explores the influence of gamification on level of acceptance of digital banking by users in Vietnam. Thence, the level of impact, the theoretical contributions and practical values for policy makers are determined. Research hypotheses are developed base on the original TAM model...
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015446736
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Heterogeneous development paths to growth and innovation : the evolution of the video game industry across four hubs
Özalp, Hakan - 2024
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015415688
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Factors affecting the aesthetic experiences in educational games : a qualitative investigation
Jafarkhani, Fatemeh; Barani, Fatemeh; Nawaser, Khaled; … - In: Journal of economy and technology 2 (2024), pp. 200-207
Aesthetics play a pivotal role in enriching the learning experience and are indispensable for fostering optimal educational environments. This study aims to identify the factors that shape aesthetic experiences within educational gaming contexts. Employing a qualitative methodology, data were...
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015402064
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Is gamification a suitable means to improve applicant reactions and convey information during an online test?
Ohlms, Marie L.; Voigtländer, Ella; Melchers, Klaus G.; … - In: Journal of personnel psychology 23 (2024) 4, pp. 169-178
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015403888
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An approach to innovative eSports from a business perspective
López-Cabarcos, M. Ángeles; Caby, Jérôme; Sixto … - In: Journal of innovation & knowledge : JIK 9 (2024) 4, pp. 1-14
eSports, as a competitive activity related to the video game industry has attracted significant attention in recent years. Using co-citation analysis of references and authors, bibliographic coupling of sources, and author keyword co-occurrence analysis, this paper aims to carry out a...
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015176739
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Money, games, economies
König, Nikolaus (ed.); Denk, Natalie (ed.);  … - Vienna Games Conference <17., 2023, Wien> - 2024
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015177213
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Learning through games : facilitating meaning-making in online exchanges
Cherrington, Ruth; Manolchev, Constantine; Alexander, Allen - In: Management learning : the international journal for … 55 (2024) 4, pp. 596-616
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015055565
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Green and gamified! : an investigation of consumer participation in green last-mile from a gamification affordance perspective
Liu, Xiaodi; Zhou, Zengze; Yuen, Kum Fai; Wang, Xueqin - In: Journal of retailing and consumer services 79 (2024), pp. 1-13
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015098478
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HurricaneLog : a serious game for data collection and analysis of hurricane preparedness and response operations
Pereira, Thiago Correia; Aloise, Daniel; Rancourt, … - 2024
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015101630
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Game on! A state-of-the-art overview of doing business with gamification
Sharma, Wamika; Lim, Weng Marc; Kumar, Satish; Verma, Aastha - In: Technological forecasting and social change : an … 198 (2024), pp. 1-21
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015076074
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The "why" behind generation Y amateur gamers' ongoing eSports gameplay intentions
Hattingh, Woulan; Van den Berg, Liandi; Bevan-Dye, Ayesha - In: International journal of sports marketing & sponsorship 25 (2024) 1, pp. 67-87
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10014504946
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Should gig platforms decentralize dispute resolution?
Lee, Wee Kiat; Cui, Yao - In: Manufacturing & service operations management : M & SOM 26 (2024) 2, pp. 519-536
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10014533624
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Does sex sell? : gender representation, sexualization, and violence on video game covers and their impact on sales
Valentowitsch, Johann - In: Journal of business strategies : JBS 41 (2024) 1, pp. 27-42
This study examines the cover design of 1,113 video games. Based on cue utilization theory, it is argued that video game covers represent important product cues that should affect sales as consumers evaluate them before purchasing. Analysis of the data shows that the depiction of male and female...
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10014551017
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The development and testing of a pictogram signaling advertising in online videos
Boerman, Sophie C.; Rozendaal, Esther; Reijmersdal, Eva … - In: International journal of advertising : the review of … 43 (2024) 4, pp. 672-691
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10014551030
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Exploring entertainment utility from football games
Pawlowski, Tim; Rambaccussing, Dooruj; Ramirez, Philip; … - In: Journal of economic behavior & organization 223 (2024), pp. 185-198
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10014553307
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The dark side of social relationships : the context of the video game industry
Czernek-Marszałek, Katarzyna; Klimas, Patrycja; … - In: International journal of management and economics 60 (2024) 2, pp. 89-107
Paper's objectives: The paper aims to explore the negative impacts of social relationships (SR) on business activity. As a research context, the video game industry (VGI) and the video game developers' (VGDs) relationships are analyzed. Design/methods: 17 semistructured in-depth interviews and 1...
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10014555747
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How do entrepreneurs create indirect network effects on digital platforms? : A study on a multi-sided gaming platform
Ojala, Arto; Lyytinen, Kalle - In: Technology analysis & strategic management 36 (2024) 5, pp. 886-901
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10014565140
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The business value of gamification
Jacobides, Michael G.; Ma, M. Dalbert; Trantopoulos, … - In: California management review 66 (2024) 2, pp. 91-107
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10014583871
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Gamify, engage, build loyalty : exploring the benefits of gameful experience for branded sports apps
Habachi, Salma; Matute, Jorge; Palau i Saumell, Ramon - In: The journal of product & brand management 33 (2024) 1, pp. 57-75
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10014485716
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Beliefs that entertain
Gandhi, Ashvin; Giuliano, Paola; Guan, Eric; Keefer, … - 2024
Economic research on entertainment is scant despite its large share of time use. We test economic theories of belief-based utility in the context of video-game engagement. Using data on 2.8 million matches from League of Legends, we find evidence supporting reference-dependent preferences, loss...
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10014502890
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Performance analysis of the Croatian video game industry : expansion amidst the COVID-19 pandemic
Žmuk, Berislav - In: Croatian review of economic, business and social … 10 (2024) 1, pp. 13-26
The Croatian video game industry demonstrated substantial growth amid the challenges posed by the COVID-19 pandemic. A descrip- tive statistics approach was utilized, encompassing all enterprises in the Croatian video game industry. Statistical tests for proportions sig- nificance were then...
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015047731
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Social influence in online reviews : evidence from the Steam store
Di Lizia, Adam - 2024
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015048456
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Social influence in online reviews : evidence from the Steam store
Di Lizia, Adam - 2024
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015049020
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