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 …

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 …

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 …

Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features

J Balakrishnan, MD Griffiths - Computers in Human Behavior, 2018 - Elsevier
The most important stream of game developers' revenue is arguably via gamer's in-game
purchases. Previous literature has identified a number of strong determinants of online …

[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 …

Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play games

J Hamari, N Hanner, J Koivisto - International Journal of Information …, 2017 - Elsevier
During the last decade, the “freemium” business model has spread into a variety of services
especially online. However, service developers have faced a dilemma of balancing between …

Problem mobile gaming: The role of mobile gaming habits, context, and platform

A Syvertsen, AB Ortiz de Gortari… - Nordic Studies on …, 2022 - journals.sagepub.com
Aims: Mobile gaming is a dominant form of gaming, known for its portability and for game
characteristics that motivate continuous play and spending. Such involvement may also turn …

The rise of free-to-play: How the revenue model changed games and playing

K Alha - 2020 - trepo.tuni.fi
Free-to-play games have permanently transformed the game industry. Offering a game for
free and gaining income through voluntary purchases during gameplay have proven to be …

Free-to-play games: Paying players' perspective

K Alha, J Kinnunen, E Koskinen… - Proceedings of the 22nd …, 2018 - dl.acm.org
This paper investigates the free-to-play revenue model from the perspective of paying
players, focusing on high-spenders. As the free-to-play model has proven successful, game …

Knowledge sharing leads to engagement during Covid-19 for online gamers

J Paul, M Akbari, S Mondal, S Das - Information & Management, 2024 - Elsevier
Online games have emerged as a breath of fresh air in the lives of the current digital
generation amidst the backdrop of COVID-19 and subsequent global lockdowns. Within …