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  • Search: subject_exact:"Computerspiel"
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Year of publication
Subject
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Computerspiel 2,091 Video game 1,981 Consumer behaviour 523 Konsumentenverhalten 523 Spieltheorie 456 Game theory 454 Social Web 293 Social web 292 Online-Marketing 192 Internet marketing 191 Virtuelle Realität 181 Virtual reality 177 Gamification 176 Werbewirkung 172 Advertising effects 167 Online retailing 139 Online-Handel 139 Werbung 122 Computerspieleindustrie 116 Video game industry 116 Electronic Commerce 111 Advertising 109 Experiment 109 E-commerce 108 Innovation 108 USA 103 Internet 99 United States 99 Theorie 93 Brand management 92 E-Learning 92 Markenführung 92 Theory 91 E-learning 89 Deutschland 86 Germany 83 Network economics 82 Netzwerkökonomik 82 Mobile Anwendung 80 Mobile application 79
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Online availability
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Undetermined 785 Free 505 CC license 48 Digitizable 1
Type of publication
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Article 1,413 Book / Working Paper 676 Journal 2
Subcategories
All
Article in journal 1,097 Book section 274 Working paper 120 Case study 29 Proceedings 29 Government document 3 Guidebook 3 Statistics 2 Glossary included 1 Literature review 1
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Language
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English 1,864 German 221 French 4 Undetermined 4 Spanish 2 Russian 1
Author
All
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 Abbasi, Amir Zaib 6 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
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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 Bitkom e.V. 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 Edward Elgar Publishing 1 Erich Schmidt Verlag 1 Europa-Universität Flensburg 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
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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 International journal of advertising : the review of marketing communications 20 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 sports marketing & sponsorship 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 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 Asia Pacific journal of marketing and logistics 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 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
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Source
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ECONIS (ZBW) 2,008 USB Cologne (EcoSocSci) 68 EconStor 10 BASE 3 USB Cologne (business full texts) 2
Showing 1 - 50 of 1,972
 
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The influence of flow and competitiveness on young adult non-professional gamers’ attitude and continued play intentions toward eSports
Bevan-Dye, Ayesha Lian; Van den Berg, Liandi - 2026
While the popularity of eSports continues to grow, academic research on the topic remains limited, particularly in the African context. To address this scholarly limitation, this study applied the stimulus-organism-response theory to determine the influence of flow and competitiveness on young...
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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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Digital tracking, gamification, social media, and AI : how technology influences motivation
Woolley, Kaitlin; Sharif, Marissa A. - 2026
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Transition from e-commerce to q-commerce : analysing the impact of hyper-local delivery on the pricing strategies of risk-averse supply chain partners
Raju, Sarin; Ali, Rofin Thirunelvelikaran Mohammed; … - 2026
Hyperlocal delivery (HLD) refers to a novel model for delivering goods or services to customers within a very limited geographic area, typically within a few miles of their location, in a very short time. With more and more online retailers moving to HLD, it is imperative to analyse the impact...
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Cooperation or confrontation? : an evolutionary game study on content clipping authorization in live streaming e-commerce under platform regulation
Luo, Feng; Zhao, Xinmiao; Xu, Tiantong - 2026
The rapid rise of live-streaming e-commerce has fostered a new "content clipping" model, in which secondary creators edit and republish anchors' live-streaming content to promote product sales. While this model can expand market reach and enhance revenue, it also introduces copyright disputes,...
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Intellectual property and Esports : an overview of the game
Ramos, Andy; Muñoz-Torrero, Antonio - 2026
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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; … - 2025
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; … - 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
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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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Driving mobile app user engagement through gamification
Paschmann, Jens Wilhelm; Bruno, Hernan A.; Heerde, … - 2025
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Driving Mobile App User Engagement through Gamification
Paschmann, Jens Wilhelm; Völckner, Franziska; Bruno, Hernan - 2022
Book / Working Paper
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"Coolness" and "joy" in games : factors influencing mobile game players' willingness to make in-game purchases
Ma, Yining; He, Wang - 2025
Persistent link: https://www.econbiz.de, ebvufind01.dmz1.zbw.eu/10015211059
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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. - 2025
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WeChat gamification : mobile payment impact on word of mouth and customer loyalty
Butt, Asad Hassan; Ahmad, Hassan; Muzaffar, Asif; … - 2025
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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. - 2025
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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; … - 2025
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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Personalized content, engagement, and monetization in a mobile puzzle game
Pape, Louis-Daniel; Helmers, Christian; Iaria, Alessandro; … - 2025
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Longitudinal perceptions of gamified loyalty programs (GLPs) : a mix of slot machines and entertainment toys
Lopes, José Varela; Casais, Beatriz - 2025
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Sequential pricing on multisided platforms
Bontems, Philipe; Hamilton, Stephen F.; Lepore, Jason J. - 2025
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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; … - 2025
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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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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Skin in the game : the returns of digital assets from computer games
Reichenbach, Felix - 2025
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Streaming platform games : construction of the core
Dietzenbacher, Bas; Núñez Lugilde, Iago; … - 2025
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Gamification in virtual sales training : evidence from a field experiment
Frieß, Maximilian - 2025
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Strolling down memory card lane : nostalgia, age, and video game remakes
Butcher, Luke; Toh, Adrian - 2025
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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. - 2025
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How star power drives video game success
Marchand, André; Weber, Nicolas Robin - 2025
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Innovation in the esports servicescape : a media business research agenda
McCauley, Brian; Berndt, Adele; Helmefalk, Miralem; … - 2025
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Microfoundations in international entrepreneurship : an analysis in the video game sector
Souza, Yeda Swirski de; Jesus, Anderson da Cunha; … - 2025
Studies about resources and capabilities have contributed to a better understanding of how small and recent companies perform in international entrepreneurship (IE). This study contributes proposing a model that combines in a dynamic approach IE and microfoundations related to individual...
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Empathy and emotional labor : the role of virtual streamers in driving PC game players' in-game purchases
Li, Qingzhen; He, Wang - 2025
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Virtual consumption in luxury brands : consumer purchase motivations of virtual luxury fashion in virtual worlds
Liu, Tong; Tan, Caroline Swee Lin; Rodriguez, Carolina … - 2025
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Unlocking the power of gamification for customer engagement : a review and research agenda
Panwar, Diksha; Bohara, Sailaja; Chaudhary, Shivendra Singh - 2025
Gamification has emerged as a potent strategy for boosting consumer engagement in marketing over recent years. This research synthesizes existing literature to pinpoint gaps and propose a future research agenda. A systematic literature review and bibliometric analysis of 43 Scopus-indexed...
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Learning by gaming : nonwork-to-work enrichment among successful massive multiplayer online gamers
Beigi, Mina; Ayoobzadeh, Mostafa; Shirmohammadi, Melika - 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 - 2025
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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Rhythm of the game : how time-of-day and gamification rewards influence pay-what-you-want payments
Mehrotra, Vishal; Roy, Rajat - 2025
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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 - 2025
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Engagement in platform markets : a (video) game changer?
Crombrugge, Michiel van; Stremersch, Stefan - 2025
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Jugendliche mit Migrationshintergrund in digitalen Jugendszenen : eine empirische Analyse des Österreichischen Instituts für Jugendkulturforschung
Heinzlmaier, Bernhard; Khittel, Stefan R. F.; Gferer, Natali - 2025
Jugendliche mit Migrationshintergrund sind in Österreichs digitalen Szenen besonders stark vertreten - insbesondere in der Social-Media-, Gaming- und muslimischen Szene. Diese so genannten Szenen sind Netzwerke von Personen, die gemeinsame Interessen, Werte und Ausdrucksformen teilen. Das zeigt...
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Learning through games : facilitating meaning-making in online exchanges
Cherrington, Ruth; Manolchev, Constantine; Alexander, Allen - 2024
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The business value of gamification
Jacobides, Michael G.; Ma, M. Dalbert; Trantopoulos, … - 2024
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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 - 2024
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How reviews influence product usage post-purchase : an examination of video game playtime
Philp, Matthew; Nepomuceno, Marcelo Vinhal - 2024
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Does sex sell? : gender representation, sexualization, and violence on video game covers and their impact on sales
Valentowitsch, Johann - 2024
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 … - 2024
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Exploring entertainment utility from football games
Pawlowski, Tim; Rambaccussing, Dooruj; Ramirez, Philip; … - 2024
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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 - 2024
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Exploring virtual goods purchase intentions : an integrated SEM-NCA approach in online gaming
Mkedder, Nadjim; Bakır, Mahmut; Aldhabyani, Yaser - 2024
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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Gamify, engage, build loyalty : exploring the benefits of gameful experience for branded sports apps
Habachi, Salma; Matute, Jorge; Palau i Saumell, Ramon - 2024
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Should gig platforms decentralize dispute resolution?
Lee, Wee Kiat; Cui, Yao - 2024
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