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Year of publication
Subject
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Computerspiel 2,055 Video game 1,945 Consumer behaviour 508 Konsumentenverhalten 508 Spieltheorie 439 Game theory 437 Social Web 285 Social web 284 Online-Marketing 186 Internet marketing 185 Virtuelle Realität 175 Virtual reality 171 Werbewirkung 171 Gamification 169 Advertising effects 166 Online retailing 135 Online-Handel 135 Werbung 121 Computerspieleindustrie 116 Video game industry 116 Electronic Commerce 109 Advertising 108 Innovation 108 E-commerce 106 Experiment 105 USA 103 Internet 99 United States 99 Theorie 93 Brand management 91 Markenführung 91 Theory 91 E-Learning 90 E-learning 87 Deutschland 86 Germany 83 Network economics 82 Netzwerkökonomik 82 Mobile Anwendung 79 Mobile application 78
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Online availability
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Undetermined 761 Free 493 CC license 43 Digitizable 1
Type of publication
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Article 1,382 Book / Working Paper 671 Journal 2
Type of publication (narrower categories)
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Article in journal 1,071 Aufsatz in Zeitschrift 1,071 Aufsatz im Buch 272 Book section 272 Graue Literatur 134 Non-commercial literature 134 Working Paper 119 Arbeitspapier 113 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 13 Dissertation u.a. Prüfungsschriften 10 Collection of articles written by one author 6 Sammlung 6 Conference proceedings 3 Ratgeber 3 Research Report 3 Amtsdruckschrift 2 Bibliografie 2 Bibliographie 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
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Language
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English 1,829 German 220 French 4 Undetermined 4 Spanish 2 Russian 1
Author
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Castronova, Edward 27 Ward, Michael R. 17 Claussen, Jörg 11 Kretschmer, Tobias 11 Sreejesh, S. 10 Storz, Cornelia 10 Teipen, Christina 10 Cox, Joe 9 Scholz, Tobias M. 9 Teng, Ching-I 9 Zackariasson, Peter 9 Engelstätter, Benjamin 8 Hamari, Juho 8 Kolb, Albert 8 Parshakov, Petr 8 Vashisht, Devika 8 Wagner, Gert G. 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 Dwivedi, Yogesh K. 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 Waiguny, Martin K. J. 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 Nomos Verlagsgesellschaft 3 Eric Cuvillier <Firma> 2 Harvard Graduate School of Business Administration 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 Bayerische Landeszentrale für Neue Medien 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 Deutsche Gesellschaft für Tourismuswissenschaft 1 Deutsche Gesellschaft für Tourismuswissenschaft / Jahrestagung <19., 2015, Kempten> 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
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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 Information systems research : ISR 15 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 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 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 European Sport management quarterly : ESMQ 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 Electronic commerce research 7 International journal of innovation management 7 Journal of promotion management : innovations in planning and applied research 7 Marketing intelligence & planning 7 The international journal of management education 7 Advertising in new formats and media : current research and implications for marketers 6 Harvard business review : HBR 6
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Source
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ECONIS (ZBW) 1,972 USB Cologne (EcoSocSci) 68 EconStor 10 BASE 3 USB Cologne (business full texts) 2
Showing 1 - 50 of 2,055
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What is the value of attention? : supply and demand estimation of attention in a mobile app setting
Orrenius, Johan - 2026
I study the digital market for attention in a freemium mobile game where users choose between paying with money or by watching 30-second video ads. Using unique event-level data, I estimate consumers' supply elasticity of attention. In the aggregate, a one percent higher price increases the...
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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
Behrens, Ronny; Kupfer, Ann-Kristin; Hennig-Thurau, Thorsten - In: Journal of the Academy of Marketing Science 53 (2025) 3, pp. 760-780
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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
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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
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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
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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
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Streaming platform games : construction of the core
Dietzenbacher, Bas; Núñez Lugilde, Iago; … - 2025
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Trusting the virtual, traveling the real : how destination trust in video games shapes real-world travel willingness through player type differences
Ben Arbia, Mohamed; Bouzaabia, Rym; Beck, Marie - In: Administrative Sciences : open access journal 15 (2025) 12, pp. 1-23
As video games increasingly replicate real-world locations, they have become powerful tools influencing players' perceptions and behaviors toward travel destinations. Based on the principles of Transfer Trust Theory (TTT), this research investigates how the trust established in a destination...
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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
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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....
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Development of methods of artillery control for suppression of an enemy amphibious operation in video game simulations
Grishyn, Maksym; Maksymova, Oksana; Kirkopulo, Kateryna; … - In: Technology audit and production reserves 1 (2025) 2/81, pp. 26-33
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Skin in the game : the returns of digital assets from computer games
Reichenbach, Felix - In: Finance research letters 83 (2025), pp. 1-12
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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
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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
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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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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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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
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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
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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
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Rhythm of the game : how time-of-day and gamification rewards influence pay-what-you-want payments
Mehrotra, Vishal; Roy, Rajat - In: European journal of marketing 59 (2025) 13, pp. 146-174
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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...
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Paying while playing : examining the influence of interaction with gamified elements in fantasy sports on in-app spending
Gupta, Keshav; Su, Yiran; Kunkel, Thilo; Funk, Daniel C. - In: European Sport management quarterly : ESMQ 25 (2025) 2, pp. 175-196
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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....
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Innovation in the esports servicescape : a media business research agenda
McCauley, Brian; Berndt, Adele; Helmefalk, Miralem; … - In: Journal of media business studies 22 (2025) 2, pp. 87-117
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How star power drives video game success
Marchand, André; Weber, Nicolas Robin - In: Journal of interactive marketing 60 (2025) 3, pp. 237-249
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Digital gaming and the advertising landscape
Hera, Teresa de la - 2025 - First edition.
Acknowledgements, Preliminary Notes, Preface, Introduction, Part I: Digital Games as an Advertising Medium, Part II. Persuading Players though Digital Games, Part III. Advertising through Digital Games, References Ludography Index
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Simulation modeling of artillery operations in computer games : approach based on Markov processes
Maksymov, Oleksii; Toshev, Oleksandr; Demydenko, Volodymyr - In: Technology audit and production reserves 5 (2024) 2/79, pp. 23-28
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What drives demand for loot boxes? : an experimental study
Cordes, Simon; Dertwinkel-Kalt, Markus; Werner, Tobias - In: Journal of economic behavior & organization 228 (2024), pp. 1-11
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Internationalisation of born-digital enterprises using an effectuation lens : case studies in the games industry
Astuti, Novika Candra - In: Cogent business & management 11 (2024) 1, pp. 1-15
Due to advanced technologies and widespread internet usage worldwide, many small and young start-ups have had a chance to explore international markets. Games companies from emerging markets, without exception, have used digital technologies to create and exploit international markets since...
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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
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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
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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
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Effects of the spectator's emotional attachment to esports players on the sponsoring brand
Navarro-Lucena, Fernando; Molinillo, Sebastian; … - In: Academia : revista Latinoamericana de administración 37 (2024) 4, pp. 513-528
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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...
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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,...
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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...
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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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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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Money, games, economies
König, Nikolaus (ed.); Denk, Natalie (ed.);  … - Vienna Games Conference <17., 2023, Wien> - 2024
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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
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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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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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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...
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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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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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