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 …

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' …

An adoption framework for mobile augmented reality games: The case of Pokémon Go

PA Rauschnabel, A Rossmann… - Computers in human …, 2017 - Elsevier
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 …

Videogames-as-a-service: how does in-game value co-creation enhance premium gaming co-creation experience for players?

A Hussain, MF Abid, A Shamim, DH Ting… - Journal of Retailing and …, 2023 - Elsevier
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 …

Uses and gratifications of pokémon go: why do people play mobile location-based augmented reality games?

J Hamari, A Malik, J Koski, A Johri - International Journal of Human …, 2019 - Taylor & Francis
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 …

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 …

The examination of virtual reality at the intersection of consumer experience, shop** journey and physical retailing

MF Farah, ZB Ramadan, DH Harb - Journal of Retailing and Consumer …, 2019 - Elsevier
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 …

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 …

[HTML][HTML] " Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games

J Hamari, N Hanner, J Koivisto - International Journal of Information …, 2020 - Elsevier
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 …

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 …