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From traditional gaming to mobile gaming: video game players' switching behaviour
(Elsevier, 2021)
Artículo / Artikulua,
This paper intends to uncover whether mobile gaming is complemental or substitutable to traditional gaming. A human migration framework, the Push-Pull-Mooring, is adopted to the context of video game switching. A total of ...
Video game marketing: players' platform switching, in-game goods purchase, and flow experience
(2022)
info:eu-repo/semantics/doctoralThesis,
La industria de los videojuegos está creciendo rápidamente. Aunque la investigación académica sobre videojuegos también ha crecido, los investigadores de marketing aún prestan
mucha menos atención a este campo que otras ...
Impact of seller- and buyer-created content on product sales in the electronic commerce platform: the role of informativeness, readability, multimedia richness, and extreme valence
(Elsevier, 2023)
Artículo / Artikulua,
This research aims to verify:
(1) whether the impacts of the informativeness in seller-created and
buyer-created content (product description informativeness/review informativeness) on product sales are complementary ...
Self-report measure of dispositional flow experience in the video game context: conceptualisation and scale development
(Elsevier, 2022)
Artículo / Artikulua,
The flow theory has been widely applied to explain video game players¿ gaming and purchasing behaviour.
However, due to the conceptual and empirical flaws of the current measurement instruments, researchers can
hardly ...
A grounded theory approach to understanding in-game goods purchase
(Public Library of Science, 2022)
Artículo / Artikulua,
Video game companies are increasingly diversifying their profit models. Rather than relying
exclusively on the sale of video game titles or the subscription model, video game companies
are maximising the revenues and ...