Why do players buy in-game content? An empirical study on concrete purchase motivations
Selling in-game content has become a popular revenue model for game publishers. While
prior research has investigated latent motivations as determinants of in-game content …
prior research has investigated latent motivations as determinants of in-game content …
Why do people play location-based augmented reality games: a study on Pokémon GO
Pokémon GO brought the location-based augmented reality games into the mainstream. To
understand why people play these games, we created an online survey (n= 2612) with open …
understand why people play these games, we created an online survey (n= 2612) with open …
[BOK][B] The unpredictability of gameplay
MR Johnson - 2018 - books.google.com
The Unpredictability of Gameplay explores the many forms of unpredictability in games and
proposes a comprehensive theoretical framework for understanding and categorizing non …
proposes a comprehensive theoretical framework for understanding and categorizing non …
From social play to social games and back: The emergence and development of social network games
This chapter describes the rise of Facebook social games, explore the sociability they
fostered, and discusses how social games are positioned in the wide field of games and …
fostered, and discusses how social games are positioned in the wide field of games and …
An Exploration of Designing for Playfulness in a Business Context
S Mekky, A Lucero - Proceedings of the 2016 CHI Conference Extended …, 2016 - dl.acm.org
The Playful Experiences (PLEX) framework is a categorization of 22 experiences that has
been used to design for and evaluate aspects of playfulness. The design activities …
been used to design for and evaluate aspects of playfulness. The design activities …
Older adults' playful experiences of VR gaming
Virtual reality headsets enabling immersive experiences have been used for a long time in
various public spaces such as universities, vocational education, and libraries. There is a …
various public spaces such as universities, vocational education, and libraries. There is a …
[BOK][B] 100 greatest video game franchises
Video games take players on a trip through ancient battlefields, to mythic worlds, and across
galaxies. They provide players with a way to try on new identities and acquire vast …
galaxies. They provide players with a way to try on new identities and acquire vast …
Online Video Games as Distribution Channel for Retail Brand Voucher
A Wijanarko, A Dewanto Hadisumarto - … E-Commerce, E-Business and E …, 2020 - dl.acm.org
Selling in-game content/items has become popular revenue model recently especially for
the game publishers in online video games. Revenue from microtransaction in video games …
the game publishers in online video games. Revenue from microtransaction in video games …
Toward individualistic cooperative play: A systematic analysis of mobile social games in Japan
A Shibuya, M Teramoto, A Shoun - Mobile Gaming in Asia: Politics, Culture …, 2017 - Springer
This study examines the social features of the 31 most popular games in Japan's rapidly
expanding mobile social game market, as ranked through a survey of 2660 teenagers and …
expanding mobile social game market, as ranked through a survey of 2660 teenagers and …
Death in Fortnite: a theological exploration of Fortnite's representation of death and its perceived effect on youths in Malta
M Pulis - 2019 - um.edu.mt
It is estimated that every three to five years a ground-breaking and disruptive game
emerges. Fortnite has been described as the “high school musical of gaming: witty …
emerges. Fortnite has been described as the “high school musical of gaming: witty …