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Year of publication
Subject
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Computerspiel 1,943 Video game 1,833 Consumer behaviour 466 Konsumentenverhalten 466 Spieltheorie 403 Game theory 401 Social Web 263 Social web 262 Online-Marketing 175 Internet marketing 174 Werbewirkung 167 Virtuelle Realität 164 Advertising effects 162 Virtual reality 160 Gamification 153 Online retailing 126 Online-Handel 126 Werbung 117 Computerspieleindustrie 107 Video game industry 107 Advertising 104 Electronic Commerce 104 USA 103 E-commerce 101 United States 99 Internet 96 Innovation 95 Experiment 93 Theorie 90 Theory 88 Brand management 86 Markenführung 86 Deutschland 85 E-Learning 84 Germany 82 E-learning 81 Network economics 79 Netzwerkökonomik 79 Mobile Anwendung 72 Mobile application 71
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Online availability
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Undetermined 677 Free 459 CC license 34
Type of publication
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Article 1,280 Book / Working Paper 662 Journal 1
Type of publication (narrower categories)
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Article in journal 993 Aufsatz in Zeitschrift 993 Aufsatz im Buch 270 Book section 270 Graue Literatur 130 Non-commercial literature 130 Working Paper 117 Arbeitspapier 111 Hochschulschrift 62 Thesis 37 Case study 26 Fallstudie 26 Collection of articles of several authors 24 Sammelwerk 24 Aufsatzsammlung 18 Conference paper 16 Konferenzbeitrag 16 Konferenzschrift 11 Dissertation u.a. Prüfungsschriften 10 Collection of articles written by one author 6 Sammlung 6 Conference proceedings 3 Research Report 3 Amtsdruckschrift 2 Bibliografie 2 Bibliographie 2 Government document 2 Market information 2 Marktinformation 2 Ratgeber 2 Statistics 2 Statistik 2 Amtliche Publikation 1 Article 1 Bibliografie enthalten 1 Bibliography included 1 CD-ROM, DVD 1 Glossar enthalten 1 Glossary included 1 Guidebook 1
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Language
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English 1,719 German 218 French 4 Undetermined 4 Spanish 2 Russian 1
Author
All
Castronova, Edward 25 Ward, Michael R. 17 Claussen, Jörg 11 Kretschmer, Tobias 11 Sreejesh, S. 10 Storz, Cornelia 10 Teipen, Christina 10 Scholz, Tobias M. 9 Teng, Ching-I 9 Cox, Joe 8 Engelstätter, Benjamin 8 Hamari, Juho 8 Kolb, Albert 8 Parshakov, Petr 8 Vashisht, Devika 8 Wagner, Gert G. 8 Zackariasson, Peter 8 Bell, Mark W. 7 Dwyer, Brendan 7 Dürsch, Peter 7 Harviainen, J. Tuomas 7 Müller-Lietzkow, Jörg 7 Oechssler, Joerg 7 Reijmersdal, Eva A. van 7 Schipper, Burkhard 7 Terlutter, Ralf 7 Breuer, Markus 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 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 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 Leipziger Informatik-Verbund 1 London School of Economics and Political Science 1 Otto-Friedrich-Universität Bamberg 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 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 Management science : journal of the Institute for Operations Research and the Management Sciences 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 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 NET Institute Working Paper 6
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Source
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ECONIS (ZBW) 1,860 USB Cologne (EcoSocSci) 68 EconStor 10 BASE 3 USB Cologne (business full texts) 2
Showing 1 - 50 of 1,943
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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
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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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Driving mobile app user engagement through gamification
Paschmann, Jens Wilhelm; Bruno, Hernan A.; Heerde, … - 2025
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015374350
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Gamification and economic behavior : geospatial insights into mobile exercise app usage in South Korea
Jang, Seongsoo; Kim, Jinwon; Kim, Changwook - 2025
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Into the virtual worlds : conceptualizing the consumer-avatar journey in virtual environments
Peng, Yue; Cowan, Kirsten; Ribeiro, Joel Lo - 2025
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015373123
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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
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Switching to cloud gaming : a push-pull-mooring perspective
Su, Winston T.; Lee, Zach, W. Y.; He, Xinming; Chan, … - In: Journal of business research : JBR 189 (2025), pp. 1-16
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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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Performance assessment through work gamification : investigating engagement
Putranti, Honorata R. D.; Retnowati, Retnowati; … - In: South African journal of business management 55 (2024) 1, pp. 1-12
Purpose: The purpose of this study is to evaluate, investigate and assess the impact of gamification on the performance of online transportation drivers via social values, motivation and participatory engagement. Design/methodology/approach: This quantitative study is based on primary data from...
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015197900
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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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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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How reviews influence product usage post-purchase : an examination of video game playtime
Philp, Matthew; Nepomuceno, Marcelo Vinhal - In: Journal of business research : JBR 172 (2024), pp. 1-11
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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...
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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
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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
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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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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
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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
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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...
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The impact of gamification on Slovenian consumers’ online shopping
Faganel, Armand; Pačarić, Filip; Rižnar, Igor - In: Administrative Sciences : open access journal 14 (2024) 5, pp. 1-22
Gamification involves integrating game mechanics into non-game environments such as business intranets, online communities, websites, and learning management systems to boost participation. Its aim is to actively engage employees, customers, and other stakeholders, fostering collaboration,...
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10014558869
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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
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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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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
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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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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
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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...
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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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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
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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
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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
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Branding fashion through gameplay : the branded gaming and the cool dynamics in the fashion markets. A game-theory approach
Alanadoly, Alshaimaa Bahgat; Suha Fouad Salem - In: European journal of management and business economics : … 33 (2024) 4, pp. 394-410
Purpose The aim of this study was to investigate the role of immersive gaming on brand coolness and brand equity, with particular emphasis on fashion gaming collaborations. We used game theory as a theoretical framework to analyse immersive branding strategies and gain a deeper understanding of...
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015130645
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Exploring virtual goods purchase intentions : an integrated SEM-NCA approach in online gaming
Mkedder, Nadjim; Bakır, Mahmut; Aldhabyani, Yaser - In: Central European Management Journal 32 (2024) 3, pp. 368-391
Purpose Virtual goods consumption has risen dramatically in recent years. Recognizing the benefits of virtual goods in generating revenue for online game companies, marketers strive to understand the motives behind virtual goods purchases. We investigated the direct and indirect effects of...
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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...
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Transition from information and communications technology to educational technologies and game-based learning in the Republic of Moldova : the case of the Mobility Era Game
Burlacu de Paoli, Irina - 2024
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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
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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...
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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...
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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, ebvufind01.dmz1.zbw.eu/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....
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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...
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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...
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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...
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Twenty years of research on gamified advertising : a systematic overview of theories and variables
Berlo, Zeph M. C. van; Reijmersdal, Eva A. van; … - In: International journal of advertising : the review of … 42 (2023) 1, pp. 171-180
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Innovative mobile technology in hotels and the use of gamification
Parapanos, Demos; Michopoulou, Eleni - In: Tourism planning & development 20 (2023) 2, pp. 162-187
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Vicarious Experimentation Through Imitation : Evidence From Video Game Sequel Releases
Yi, Sangyoon; Posen, Hart E.; Ganco, Martin - 2023
Research in the strategy literature that highlights the role of imitation has tended to focus primarily on its detrimental effects on the performance of imitated firms. Developing the notion of vicarious experimentation, we examine how innovators can learn from being imitated. Specifically, we...
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Laws on Online Gaming and Online Gambling in India : Future Market of India
singh, Aneesh - 2023
Online gaming has become a major source of entertainment and a growing industry worldwide. However, the taxation of online gaming remains a complex and controversial issue. This thesis examines the current state of online gaming taxation and analyzes the different tax regimes adopted by...
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Normalizing the toxic consumer subject : sustaining neoliberal logics within online gaming
Huston, Clarice Yi; Cruz, Angela Gracia B.; Zoppos, Eloise - In: Journal of macromarketing 43 (2023) 4, pp. 447-459
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