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Why do people play games? A meta-analysis
J Hamari, L Keronen - International Journal of Information Management, 2017 - Elsevier
During the last decade games have arguably become the largest form of leisure information
systems (IS). However, today games are also increasingly being employed for a variety of …
systems (IS). However, today games are also increasingly being employed for a variety of …
Digital forest recreation in the metaverse: Opportunities and challenges
W Jaung - Technological Forecasting and Social Change, 2022 - Elsevier
The metaverse could provide a new way of interacting with nature through immersive three-
dimensional virtual worlds. This digital nature recreation has the potential to shape users' …
dimensional virtual worlds. This digital nature recreation has the potential to shape users' …
An adoption framework for mobile augmented reality games: The case of Pokémon Go
Pokémon Go was the first mobile augmented reality (AR) game to reach the top of the
download charts of mobile applications. However, little is known about this new generation …
download charts of mobile applications. However, little is known about this new generation …
Videogames-as-a-service: how does in-game value co-creation enhance premium gaming co-creation experience for players?
The games as a service model have enabled game developers to reach worldwide
audiences and regard games as services rather than products, opening up new avenues to …
audiences and regard games as services rather than products, opening up new avenues to …
Uses and gratifications of pokémon go: why do people play mobile location-based augmented reality games?
In recent years, augmented reality games (ARGs) such as Pokémon Go have become
increasingly popular. These games not only afford a novel gaming experience but also have …
increasingly popular. These games not only afford a novel gaming experience but also have …
Why do people play games on mobile commerce platforms? An empirical study on the influence of gamification on purchase intention
N Yu, YT Huang - Computers in Human Behavior, 2022 - Elsevier
In recent years, there has been an upsurge in the number of mini-games on mobile
commerce platforms. The emerging gamification phenomenon of e-commerce still requires …
commerce platforms. The emerging gamification phenomenon of e-commerce still requires …
The examination of virtual reality at the intersection of consumer experience, shop** journey and physical retailing
Virtual reality (VR), as a multi-sensory experience, plays a prominent role in the
contemporary business landscape. This paper investigates the effects of the accelerating …
contemporary business landscape. This paper investigates the effects of the accelerating …
Finding love in online games: Social interaction, parasocial phenomenon, and in-game purchase intention of female game players
AD Gong, YT Huang - Computers in Human Behavior, 2023 - Elsevier
In recent years, the number of players of otome games, which target the niche market of
young females, has been rapidly increasing in Asia. Although previous studies have …
young females, has been rapidly increasing in Asia. Although previous studies have …
[HTML][HTML] " Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games
Freemium has become de facto business model for games and many other online services.
We investigate how consumers' perceived value is associated with their intention to use …
We investigate how consumers' perceived value is associated with their intention to use …
Why do people buy virtual goods: A meta-analysis
J Hamari, L Keronen - Computers in Human Behavior, 2017 - Elsevier
During the last decade, virtual goods have become an important target of consumption
online (especially in games, virtual worlds and social networking services) amongst physical …
online (especially in games, virtual worlds and social networking services) amongst physical …