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  • Search: subject_exact:"Computerspiel"
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Year of publication
Subject
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Computerspiel 1,531 Video game 1,423 Consumer behaviour 294 Konsumentenverhalten 294 Spieltheorie 267 Game theory 265 Social Web 202 Social web 201 Online-Marketing 156 Internet marketing 155 Werbewirkung 149 Advertising effects 144 Virtuelle Realität 138 Virtual reality 134 USA 109 Werbung 107 United States 105 Experiment 96 Advertising 94 Internet 88 Deutschland 82 Germany 79 Brand management 75 Innovation 75 Markenführung 75 Network economics 65 Netzwerkökonomik 65 Brand image 63 Markenimage 63 E-Learning 62 Children 61 Kinder 61 Theorie 61 Theory 59 E-learning 58 E-Business 55 E-business 55 Innovationsmanagement 53 Product placement 53 Video game industry 53
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Online availability
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Undetermined 460 Free 303
Type of publication
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Article 993 Book / Working Paper 537 Journal 1
Type of publication (narrower categories)
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Article in journal 751 Aufsatz in Zeitschrift 751 Aufsatz im Buch 242 Book section 242 Graue Literatur 112 Non-commercial literature 112 Working Paper 97 Arbeitspapier 91 Hochschulschrift 58 Thesis 37 Case study 26 Fallstudie 26 Collection of articles of several authors 24 Sammelwerk 24 Aufsatzsammlung 16 Conference paper 10 Dissertation u.a. Prüfungsschriften 10 Konferenzbeitrag 10 Konferenzschrift 10 Collection of articles written by one author 6 Sammlung 6 Amtsdruckschrift 3 Conference proceedings 3 Government document 3 Research Report 3 Bibliografie 2 Bibliographie 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 1,310 German 216 French 4 Undetermined 4 Spanish 2
Author
All
Castronova, Edward 22 Ward, Michael R. 15 Claussen, Jörg 10 Kretschmer, Tobias 10 Sreejesh, S. 9 Storz, Cornelia 9 Wagner, Gert G. 9 Teipen, Christina 8 Bell, Mark W. 7 Cox, Joe 7 Engelstätter, Benjamin 7 Kolb, Albert 7 Müller-Lietzkow, Jörg 7 Terlutter, Ralf 7 Vashisht, Devika 7 Aguzzoni, Luca 6 Argentesi, Elena 6 Breuer, Markus 6 Buccirossi, Paolo 6 Ciari, Lorenzo 6 Duso, Tomaso 6 Dwyer, Brendan 6 Dürsch, Peter 6 Harviainen, J. Tuomas 6 Hernandez, Monica D. 6 Oechssler, Joerg 6 Pabilonia, Sabrina Wulff 6 Pavenkov, Oleg 6 Pelsmacker, Patrick de 6 Reijmersdal, Eva A. van 6 Rubtcova, Mariia 6 Suziedelyte, Agne 6 Waiguny, Martin K. J. 6 Buijzen, Moniek 5 Cauberghe, Verolien 5 Dwivedi, Yogesh Kumar 5 Franses, Philip Hans 5 Ghosh, Tathagata 5 Gretz, Richard T. 5 Harwood, Tracy 5
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Institution
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IGI Global 11 Springer Fachmedien Wiesbaden 8 Information Resources Management Association 3 Harvard Graduate School of Business Administration 2 National Bureau of Economic Research 2 Nomos Verlagsgesellschaft 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 CIET <5., 2022, Valencia> 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 Eric Cuvillier <Firma> 1 Erich-Schmidt-Verlag <Berlin> 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 Florida Universitària 1 Friedrich-Schiller-Universität Jena 1 Großbritannien / Department of Trade and Industry 1 Handelshochschule Leipzig 1 Hochschule Magdeburg-Stendal 1 Hochschule für Technik und Wirtschaft 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 OECD 1 Otto-Friedrich-Universität Bamberg 1 Peter Lang GmbH 1 Shaker Verlag 1 Springer Gabler <Firma> 1 Sveučilište u Splitu / Sveučilišni odjel za stručne studije 1
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Published in...
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Journal of business research : JBR 27 Journal of advertising : official publication of the American Academy of Advertising 24 Technological forecasting & social change : an international journal 20 Journal of consumer behaviour : an international research review 16 Computer games as educational and management tools : uses and approaches 14 International journal of advertising : the quarterly review of marketing communications 14 Journal of interactive marketing : a quarterly publication from the Direct Marketing Educational Foundation 13 The business of gamification : a critical analysis 12 Journal of sport management : the official journal of the North American Society of Sport Management 11 Transforming gaming and computer simulation technologies across industries 11 Young consumers : insight and ideas for responsible marketers 11 Information & management : the internat. journal of management processes and systems ; journal of IFIP Users Group 9 Journal of marketing communications 9 Journal of retailing and consumer services 9 Psychology & marketing 9 Research policy : policy, management and economic studies of science, technology and innovation 9 Medienwirtschaft : MW ; Perspektiven der digitalen Transformation 8 Research 8 Spielend die Zukunft gewinnen : Wachstumsmarkt elektronische Spiele 8 Sport marketing quarterly : preferred journal of the Sport Marketing Association 8 Springer eBook Collection 8 SpringerLink / Bücher 8 Information systems research : ISR 7 International journal of e-business research : an official publication of the Information Resources Management Association 7 International journal of research in marketing : IJRM ; official journal of the European Marketing Academy 7 Neo-simulation and gaming toward active learning 7 Creativity and innovation management 6 Journal of management information systems : JMIS 6 Management science : journal of the Institute for Operations Research and the Management Sciences 6 The journal of media economics 6 Application of gaming in new media marketing 5 ERIM report series research in management 5 Electronic commerce research 5 International journal of electronic commerce : IJEC 5 International journal of innovation management 5 International journal of sports marketing & sponsorship 5 Journal of advertising research 5 Journal of global scholars of marketing science : bridging Asia and the world ; JGSMS 5 Journal of marketing 5 Journal of promotion management : JPM 5
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Source
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ECONIS (ZBW) 1,448 USB Cologne (EcoSocSci) 68 EconStor 10 BASE 3 USB Cologne (business full texts) 2
Showing 1 - 50 of 1,531
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The integration of digital twin and serious game framework for new normal virtual urban exploration and social interaction
Wang, Sheng-ming; Vu, Lan Hong - In: Journal of urban management 12 (2023) 2, pp. 168-181
COVID-19 has disconnected humanity, reduced social interaction in physical urban areas, and led to the new normal, which describes the anticipated changes in human life and professionals due to the impact of the pandemic. In addition, as part of digital transformation, the post-pandemic New...
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Determinants of game-products repurchasing behaviour in virtual comunity : the role achievement as moderation variable
Zein, Dhani Mifthakhul; Puspaningrum, Astrid; Rofiq, Ainur - In: International Journal of Research in Business and … 12 (2023) 2, pp. 15-22
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Exploring consumer detriment in immersive gaming technologies
Hyde, R.; Cartwright, Peter - In: Journal of consumer policy : consumer issues in law, … 46 (2023) 3, pp. 335-361
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New age digital media consumption : an exploratory study based in India
Sharma, Rajat; Gautam, Vikash - 2023
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Why do we resolutely prevent minors from indulging in online games
Li, Moye; Zhu, Mingxiong - In: International studies of economics 18 (2023) 1, pp. 120-134
The Chinese central government recently published a new regulation to strictly limit the time minors spend on online games, providing a favorable policy environment for the protection of their physical and mental health as well as their overall development. We first provide empirical evidence...
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Brand placements in video games : how local in-game experiences influence brand attitudes
Ingendahl, Moritz; Vogel, Tobias; Mädche, Alexander; … - In: Psychology & marketing 40 (2023) 2, pp. 274-287
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Metaverse marketing : how the metaverse will shape the future of consumer research and practice
Dwivedi, Yogesh Kumar; Hughes, David Laurie; Wang, Yichuan - In: Psychology & marketing 40 (2023) 4, pp. 750-776
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The epic game of creating a successful gamified co-creation strategy
Lopes, João; Gomes, Sofia; Santos, Nélia; Cussina, Hugo; … - In: Administrative Sciences : open access journal 13 (2023) 1, pp. 1-15
This paper aims to explore consumer engagement with online retailers through gamification, the use of game mechanics, and co-creation. A qualitative methodology was used through an exploratory case study approach. The interviews were conducted with 30 Portuguese consumers. It was found that the...
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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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Construct validity of a personality assessment game in a simulated selection situation and the moderating roles of the ability to identify criteria and dispositional insight
Barends, Ard J.; Vries, Reinout E. de - In: International journal of selection and assessment : IJSA 31 (2023) 1, pp. 120-134
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How monetization mechanisms in mobile games influence consumers' identity extensions
Lehtonen, Miikka J.; Harviainen, J. Tuomas; Kultima, … - In: Service business 17 (2023) 1, pp. 113-136
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Flawless victory! Investigating search and experience qualities as antecedent predictors of video game success
Heidenreich, Sven; Handrich, Franziska; Krämer, Tobias - In: Electronic markets : EM ; the international journal of … 33 (2023) 1, pp. 1-20
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Creating effective visuals for destination marketing videos : scenery vs people
Alamäki, Ari; Rhee, Cheul; Suomala, Jyrki; Kaski, Timo; … - In: Journal of vacation marketing 29 (2023) 1, pp. 141-157
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Status of Video Game under the USA and Indian Copyright
Wasiq, Mohammad Rasikh; Sadat Nasiri, Sayed Hadi - 2023
The intricacy and segmentation of video games, as well as specific issues with a particular video like trademark registration and directly protected content like sound effects, cause a variety of legal difficulties and challenges for the IPR system. Video game legal protection is a highly...
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What Does Video Game Have to Do with Cade – The Brazilian Antitrust Authority?
Rocha e Silva, Leonardo; Athayde, Amanda; Marques … - 2023
Mergers and acquisitions (M&A) in the game industry will increase by around 25% in 2023. Consolidation transactions between competing or vertically related companies, mainly when affecting consumers with inferior bargaining power, may raise concerns by the antitrust authorities. These...
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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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El vector lúdico en los juegos de realidad alternativa : desmontando una aporía fundamental en el género
Ruiz-García, David - In: Redmarka : revista de marketing aplicado 27 (2023) 1, pp. 21-39
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More gamer, less girl : gendered boundaries, tokenism, and the cultural persistence of masculine dominance
Drenten, Jenna; Harrison, Robert L.; Pendarvis, Nicholas J. - In: Journal of consumer research : JCR ; an … 50 (2023) 1, pp. 2-24
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Online communities on competing platforms : evidence from game wikis
Loh, Johannes; Kretschmer, Tobias - In: Strategic management journal 44 (2023) 2, pp. 441-476
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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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Let’s play! : gamification as a marketing tool to deliver a digital luxury experience
Milanesi, Matilde; Guercini, Simone; Runfola, Andrea - In: Electronic commerce research 23 (2023) 4, pp. 2135-2152
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A Welfare Analysis of Gambling in Video Games
Amano, Tomomichi; Simonov, Andrey - 2023
In 2020, gamers spent more than $15 billion on loot boxes, lotteries of virtual items in video games. Loot boxes are contentious. Regulators argue they constitute gambling, while game producers maintain they complement gameplay. In a prototypical mobile puzzle game we show that gameplay...
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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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A novel advertising media selection framework for online games in an intuitionistic fuzzy environment
Dahooie, Jalil Heidary; Estiri, Mehrdad; Janmohammadi, … - In: Oeconomia Copernicana 13 (2022) 1, pp. 109-150
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Reflections on video games, virtual communication, and our pandemic lives
Darling, Sally; Keller, Jessica - In: Journal of business anthropology 11 (2022) 1, pp. 38-45
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Copyright Issues in Digital Society : Sports Video Games
Shmatkov, Daniil - 2022
This article addresses application of copyright protection to sports video games, discusses relevant important issues, and is aimed at disclosing intellectual property approaches applicable to the various elements of that entertainment and sports technology. The main focus is put on issues such...
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Does Concealing Gender Identity Help Women Win the Competition? An Empirical Investigation into Online Video Games
Chen, Xinlei; Zeng, Xiaohua; Zhang, Cheng - 2022
Signs of the gender gap are ubiquitous in society. Psychological theory suggests that when gender stereotypes are associated with competition, men exert greater effort against women (dominance effect) and women exert less effort against men (submissive effect), which implies that women are at a...
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Esports Industry, Video Game Industry and Economic Growth : An Empirical Research in China
Bai, Dongping; Chen, Longyin; Wang, Yunhao; Guan, Guoyu - 2022
The video game industry is one of the new engines of economic growth, and esports industry, as an essential subindustry, plays a pivotal role in driving economic growth. To investigate the mechanism and the quantitative relationship among them, we propose a two-stage transmission path “Esports...
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Fair play? : sex-, age-, and job-related correlates of performance in a computer-based simulation game
Melchers, Klaus G.; Basch, Johannes M. - In: International journal of selection and assessment : IJSA 30 (2022) 1, pp. 48-61
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The impact of strategic core-component reuse on product life cycles : the case of location-based games
Mihale-Wilson, Cristina; Felka, Patrick; Hinz, Oliver; … - In: Business & information systems engineering 64 (2022) 2, pp. 223-237
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CIET 2022 : Contemporary Issues in Economy and Technology, Valencia 16-17 June : Conference proceedings
Barbača, Domagoja Buljan (ed.); Miletić, Marko (ed.) - CIET <5., 2022, Valencia>; Sveučilište u Splitu / … - 2022
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Gameful learning for a more sustainable world : measuring the effect of design elements on long-term learning outcomes in correct waste sorting
Hoffmann, Greta Luise; Pfeiffer, Jella - In: Business & information systems engineering 64 (2022) 4, pp. 459-482
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A Recommending System for Mobile Games Using Dynamic Nonparametric Model
Bae, Joonho; Park, Jinkyoo; Choi, Jeonghye; Soh, Seung Bum - 2022
We contribute to the literature on recommendation systems by proposing the Dynamic Nonparametric (DNP) model that incorporates a fully Bayesian approach into the traditional dynamic collaborative filtering and hence captures the change of customer preferences in the mobile game industry with...
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No Such Thing As A Free App : A Taxonomy of Freemium Business Models and User Archetypes in the Mobile Games Market
Salehudin, Imam; Alpert, Frank - 2022
Research Aims: The Freemium business model is becoming increasingly prominent in the current digital economy. In the mobile game market, total revenue from free-to-download apps is overtaking those from paid apps. The purpose of this article is to propose a taxonomy that examines and categorizes...
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Cognitive performance in remote work : evidence from professional chess
Künn, Steffen; Seel, Christian; Zēgners, Dainis - In: The economic journal : the journal of the Royal … 132 (2022) 643, pp. 1218-1232
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Effects of user community sensing capability in digital product innovation : evidence from the video game industry
Ek, Peter; Sörhammar, David - In: International journal of innovation management : IJIM 26 (2022) 1, pp. 1-30
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Esports : background analysis : study requested by the CULT committee
Scholz, Tobias M.; Nothelfer, Nepomuk - Europäisches Parlament / Generaldirektion Interne … - 2022
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Optimal seat allocation strategy for e-sports gaming center
Kwag, Sung Il; Lee, Woo Jin; Ko, Young Dae - In: International transactions in operational research : a … 29 (2022) 2, pp. 783-804
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Consumer Privacy Concerns, Multihoming, and Platform Competition in Two-Sided Markets
Zhang, Xin; Xu, Hong; Yue, Wei Thoo; Yu, Yugang - 2022
Many online platforms adopt the ad-sponsored business model, which involves offering free services to consumers while collecting their data and selling targeted advertising space to advertisers. However, collecting consumer data has raised growing privacy concerns, which may affect consumers’...
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Protection of Video Games under Indian and the United States of America Copyright Law
Hashimy, Sayed Qudrat - 2022
Video games raise various legal questions and challenges for the IPR system, mainly due to the complexity and segmentation of the game and there is some particular problem with a particular video like trademark registration, and copyrighted content directly such as sound effects. The current...
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Moving Consumers from ‘Free’ to ‘Fee’ in Platform-Based Markets : An Empirical Study of Multiplayer Online Battle Area (MOBA) Games
Le, Wang; Lowry, Paul Benjamin; Luo, Xin (Robet); Li, Han - 2022
Companies in platform-based business markets have widely embraced freemium business models where profit primarily depends on a minority of paying customers. However, the key challenge of these models is transitioning participants from free users to paying consumers. To encourage paid...
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Effectiveness of a serious game for teaching and increasing the awareness about the German energy transition
Sabadini, Felipe; Madlener, Reinhard - 2022
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Teachers' experiences of using game-based learning methods in project management higher education
Jääskä, Elina; Aaltonen, Kirsi - In: Project leadership and society 3 (2022), pp. 1-12
The benefits and challenges of using game-based learning (GBL) methods in project management higher education have not been widely investigated. This study employs qualitative methods and builds on in-depth interview data from 22 experienced university teachers with a project management teaching...
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Influencer Marketing auf Twitch.tv
Zbornik, Silas - 2022
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Local network effects in the adoption of a digital platform
Kim, Jin-hyuk; Newberry, Peter; Wagman, Liad; Wolff, Ran - In: The journal of industrial economics 70 (2022) 3, pp. 493-524
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Brands in a game or a game for brands? : comparing the persuasive effectiveness of in-game advertising and advergames
Ghosh, Tathagata; Sreejesh, S.; Dwivedi, Yogesh Kumar - In: Psychology & marketing 39 (2022) 12, pp. 2328-2348
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Peer Effects from Friends and Strangers : Evidence from Random Matchmaking in an Online Game
Goetz, Daniel; Lu, Wei - 2022
We empirically study how to seed products in a network in the presence of peer effects from both friends and strangers. The product adoption decisions of friends and strangers can both strongly influence consumers' purchase behaviour, but their importance relative to each other is unknown. We...
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Innovate or game over? : examining effects of product innovativeness on video game success
Handrich, Franziska; Heidenreich, Sven; Krämer, Tobias - In: Electronic markets : EM ; the international journal of … 32 (2022) 2, pp. 987-1002
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Video Games and Digital Media : Business Models and Valuation Approaches
Moro Visconti, Roberto - 2022
Video games are an electronic game that involves interaction with a user interface to generate visual feedback for a player. The typologies range from action games to adventure, role-playing, strategy, or sport games. Digitalization and web channels of fruition are embedded in most business...
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