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  • Search: subject:"Computer game"
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Year of publication
Subject
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Computerspiel 1,925 Video game 1,848 Consumer behaviour 470 Konsumentenverhalten 470 Spieltheorie 409 Game theory 407 Social Web 263 Social web 263 Online-Marketing 176 Internet marketing 175 Werbewirkung 165 Advertising effects 162 Virtuelle Realität 162 Virtual reality 161 Gamification 154 Online retailing 126 Online-Handel 126 Werbung 113 Computerspieleindustrie 108 Video game industry 108 Advertising 105 Electronic Commerce 104 E-commerce 101 USA 101 United States 99 Innovation 98 Experiment 96 Internet 92 Theorie 88 Theory 88 Brand management 86 Markenführung 86 Deutschland 84 E-Learning 83 Germany 82 E-learning 81 Network economics 79 Netzwerkökonomik 79 Mobile Anwendung 73 Mobile application 73
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Online availability
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Undetermined 686 Free 453 CC license 35
Type of publication
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Article 1,292 Book / Working Paper 636 Journal 1
Type of publication (narrower categories)
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Article in journal 1,004 Aufsatz in Zeitschrift 1,004 Aufsatz im Buch 271 Book section 271 Graue Literatur 131 Non-commercial literature 131 Arbeitspapier 111 Working Paper 111 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 Amtsdruckschrift 2 Bibliografie 2 Government document 2 Market information 2 Marktinformation 2 Ratgeber 2 Statistics 2 Statistik 2 Amtliche Publikation 1 Bibliografie enthalten 1 Bibliography included 1 CD-ROM, DVD 1 Elektronischer Datenträger 1 Glossar enthalten 1 Glossary included 1 Guidebook 1 Jugendsachbuch 1 Reprint 1
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Language
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English 1,716 German 204 Undetermined 8 French 4 Russian 1 Spanish 1
Author
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Castronova, Edward 24 Ward, Michael R. 17 Kretschmer, Tobias 10 Sreejesh, S. 10 Storz, Cornelia 10 Claussen, Jörg 9 Scholz, Tobias M. 9 Teipen, Christina 9 Teng, Ching-I 9 Cox, Joe 8 Engelstätter, Benjamin 8 Hamari, Juho 8 Parshakov, Petr 8 Vashisht, Devika 8 Zackariasson, Peter 8 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 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 Waiguny, Martin K. J. 6 Yoo, Byungjoon 6 Allal-Chérif, Oihab 5
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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 Dipartimento di Informatica e Studi Aziendali, Università degli Studi di Trento 2 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 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 38 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 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 SpringerLink / Bücher 12 The business of gamification : a critical analysis 12 Information systems research : ISR 11 Sport marketing quarterly : preferred journal of the Sport Marketing Association 11 Transforming gaming and computer simulation technologies across industries 11 Psychology & marketing 10 International journal of sports marketing & sponsorship 9 Journal of management information systems : JMIS 9 Management science : journal of the Institute for Operations Research and the Management Sciences 9 Research policy : policy, management and economic studies of science, technology and innovation 9 Springer eBook Collection 9 Creativity and innovation management 8 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 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 NBER working paper series 6
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Source
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ECONIS (ZBW) 1,875 USB Cologne (EcoSocSci) 50 RePEc 4
Showing 41 - 50 of 1,929
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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/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/10015413847
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The value of context-specific studies for marketing
Stremersch, Stefan; González, Jorge; Valenti, Albert; … - In: Journal of the Academy of Marketing Science 51 (2023) 1, pp. 50-65
Persistent link: https://www.econbiz.de/10013493135
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Beneath the Label : Unsatisfactory Compliance with ESRB, PEGI and IARC Industry Self-Regulation Requiring Loot Box Presence Warning Labels by Video Game Companies
Xiao, Leon Y. - 2023
Loot boxes in video games are a form of in-game transactions with randomized elements. Concerns have been raised about loot boxes' similarities with gambling and their potential harms (e.g. overspending). Recognizing players' and parents' concerns, in mid-2020, the Entertainment Software Rating...
Persistent link: https://www.econbiz.de/10014358047
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Virtual Gaming, Actual Damage : Video Game Design That Intentionally and Successfully Addicts Users Constitutes Civil Battery
Caffarone, Allison - 2023
In recent years, there has been increased academic interest in both the neurological effects of compulsive gaming and the potential tort liability of game developers who scientifically engineer games in order to addict users. Scholars from various disciplines are currently debating the scope and...
Persistent link: https://www.econbiz.de/10014359032
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Game Over or Continue? How Gamification Can Improve Completion Rate in Adaptive Learning
Pitthan, Francisco; De Witte, K. - 2023
Despite the potential for personalized learning, e-learning courses often suffer from low completion rates. In order to address this issue, we propose and empirically test a theoretical mechanism that examines how gamification can enhance the completion rate in adaptive learning courses by...
Persistent link: https://www.econbiz.de/10014359841
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Does Online Education Cause School Children to Become Addicted to Internet and Computer Games in Sri Lanka? A Study Based on Kurunegala, North Western Province, Sri Lanka
Konara, K.M.N.N - 2023
The Covid-19 pandemic had resulted in a risk for school children of all ages to get addicted to Computer and Internet games as a side effect of the recurring online classes. The dominant explanation for this trend is the tough psychological phase experienced by the children during this time....
Persistent link: https://www.econbiz.de/10014360683
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Microtransactions as a Business Model in Video Gaming Industry : Its Comparison with Traditional Model and Effect on Other Industries
Behuria, Sworup - 2023
Microtransactions based business model started with the rise of Digital distribution platforms and as a Game-As-A-Service model (GAAS). Any kind of purchases, from in-game items, DLCs, or even subscriptions that take place after buying the original product is called a microtransaction. While it...
Persistent link: https://www.econbiz.de/10014360850
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Game On : The Interplay between Celebrity Endorsements and Peer Networks in the Video Game Industry
Vijayaraghavan, Sriniketh; Arora, Neeraj - 2023
This paper examines how celebrity endorsement and peer influence affect video game usage and sales using data from a large social network. To investigate these phenomena, we constructed a four-year longitudinal panel dataset of 1.2 million video game players from the popular game Dota 2. We...
Persistent link: https://www.econbiz.de/10014361069
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Game Over : An Analysis of How Video Game Loot Boxes and Advertisements Target Children with Potential Solutions
Ghosh, Arnab - 2023
Video games have emerged as one of the world’s fastest-growing industries. Although initially aimed at adults, video games have become an increasingly popular pastime among youth, with 90% of children playing video games today throughout the United States according to a Pew Research study...
Persistent link: https://www.econbiz.de/10014361079
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