Why do players buy in-game content? An empirical study on concrete purchase motivations

J Hamari, K Alha, S Järvelä, JM Kivikangas… - Computers in Human …, 2017 - Elsevier
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 …

Why do people play location-based augmented reality games: a study on Pokémon GO

K Alha, E Koskinen, J Paavilainen, J Hamari - Computers in Human …, 2019 - Elsevier
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 …

[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 …

From social play to social games and back: The emergence and development of social network games

F Mäyrä, J Stenros, J Paavilainen… - New perspectives on the …, 2017 - taylorfrancis.com
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 …

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 …

Older adults' playful experiences of VR gaming

M Forssell, J Paavilainen, L Hassan… - Proceedings of the 2024 …, 2024 - dl.acm.org
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 …

[BOK][B] 100 greatest video game franchises

R Mejia, J Banks, A Adams - 2017 - books.google.com
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 …

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 …

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 …

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 …