IDEAS home Printed from https://ideas.repec.org/r/eee/ininma/v37y2017i3p125-141.html
   My bibliography  Save this item

Why do people play games? A meta-analysis

Citations

Citations are extracted by the CitEc Project, subscribe to its RSS feed for this item.
as


Cited by:

  1. Xi, Nannan & Hamari, Juho, 2019. "Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction," International Journal of Information Management, Elsevier, vol. 46(C), pages 210-221.
  2. Le Wang & Paul Benjamin Lowry & Xin (Robert) Luo & Han Li, 2023. "Moving Consumers from Free to Fee in Platform-Based Markets: An Empirical Study of Multiplayer Online Battle Arena Games," Information Systems Research, INFORMS, vol. 34(1), pages 275-296, March.
  3. Koivisto, Jonna & Hamari, Juho, 2019. "The rise of motivational information systems: A review of gamification research," International Journal of Information Management, Elsevier, vol. 45(C), pages 191-210.
  4. Xi, Nannan & Hamari, Juho, 2020. "Does gamification affect brand engagement and equity? A study in online brand communities," Journal of Business Research, Elsevier, vol. 109(C), pages 449-460.
  5. Moro, Sérgio & Ramos, Pedro & Esmerado, Joaquim & Jalali, Seyed Mohammad Jafar, 2019. "Can we trace back hotel online reviews’ characteristics using gamification features?," International Journal of Information Management, Elsevier, vol. 44(C), pages 88-95.
  6. Cui, Yu & Li, Jingyi & Zhang, Yueyao, 2022. "The impacts of game experience and fanwork creation on game loyalty: Mediation effect of perceived value," Technological Forecasting and Social Change, Elsevier, vol. 176(C).
  7. Höllig, Christoph E. & Tumasjan, Andranik & Welpe, Isabell M., 2020. "Individualizing gamified systems: The role of trait competitiveness and leaderboard design," Journal of Business Research, Elsevier, vol. 106(C), pages 288-303.
  8. Huang, Han-Chung & Cheng, T.C.E. & Huang, Wei-Fan & Teng, Ching-I, 2018. "Impact of online gamers’ personality traits on interdependence, network convergence, and continuance intention: Perspective of social exchange theory," International Journal of Information Management, Elsevier, vol. 38(1), pages 232-242.
  9. Allam, Hesham & Bliemel, Michael & Spiteri, Louise & Blustein, James & Ali-Hassan, Hossam, 2019. "Applying a multi-dimensional hedonic concept of intrinsic motivation on social tagging tools: A theoretical model and empirical validation," International Journal of Information Management, Elsevier, vol. 45(C), pages 211-222.
  10. Hassan, Lobna & Dias, Antonio & Hamari, Juho, 2019. "How motivational feedback increases user’s benefits and continued use: A study on gamification, quantified-self and social networking," International Journal of Information Management, Elsevier, vol. 46(C), pages 151-162.
  11. Toda, Armando M. & do Carmo, Ricardo M.C. & da Silva, Alan P. & Bittencourt, Ig I. & Isotani, Seiji, 2019. "An approach for planning and deploying gamification concepts with social networks within educational contexts," International Journal of Information Management, Elsevier, vol. 46(C), pages 294-303.
  12. Lai-Ying Leong & Teck-Soon Hew & Keng-Boon Ooi & Bhimaraya Metri & Yogesh K. Dwivedi, 2023. "Extending the Theory of Planned Behavior in the Social Commerce Context: A Meta-Analytic SEM (MASEM) Approach," Information Systems Frontiers, Springer, vol. 25(5), pages 1847-1879, October.
  13. Kaur, Pawandeep & Prakash, Gyan & Agarwal, Reeti & Virmani, Naveen & Alghafes, Rsha, 2025. "Emerging technologies for basic human needs: A TCCM approach to systematically reviewing metaverse intervened wellness," Technological Forecasting and Social Change, Elsevier, vol. 217(C).
  14. repec:vrs:ejelss:v:8:y:2024:i:2:p:25-39:n:1003 is not listed on IDEAS
  15. Gupta, Parul & Chauhan, Sumedha, 2021. "Firm capabilities and export performance of small firms: A meta-analytical review," European Management Journal, Elsevier, vol. 39(5), pages 558-576.
  16. Damien Chaney & Renaud Lunardo & Rémi Mencarelli, 2018. "Consumption experience: past, present and future," Post-Print hal-01951670, HAL.
  17. Markus Hang & Jerome Geyer‐Klingeberg & Andreas W. Rathgeber & Stefan Stöckl, 2021. "Rather complements than substitutes: Firm value effects of capital structure and financial hedging decisions," International Journal of Finance & Economics, John Wiley & Sons, Ltd., vol. 26(4), pages 4895-4917, October.
  18. Sven Heidenreich & Franziska Handrich & Tobias Kraemer, 2023. "Flawless victory! Investigating search and experience qualities as antecedent predictors of video game success," Electronic Markets, Springer;IIM University of St. Gallen, vol. 33(1), pages 1-20, December.
  19. Verma, Deepak & Prakash Dewani, Prem & Behl, Abhishek & Pereira, Vijay & Dwivedi, Yogesh & Del Giudice, Manilo, 2023. "A meta-analysis of antecedents and consequences of eWOM credibility: Investigation of moderating role of culture and platform type," Journal of Business Research, Elsevier, vol. 154(C).
  20. Dzandu, Michael D. & Hanu, Charles & Amegbe, Hayford, 2022. "Gamification of mobile money payment for generating customer value in emerging economies: The social impact theory perspective," Technological Forecasting and Social Change, Elsevier, vol. 185(C).
  21. Jang, Seongsoo & Kitchen, Philip Jame & Kim, Jinwon, 2018. "The effects of gamified customer benefits and characteristics on behavioral engagement and purchase: Evidence from mobile exercise application uses," Journal of Business Research, Elsevier, vol. 92(C), pages 250-259.
  22. Westmattelmann, Daniel & Grotenhermen, Jan-Gerrit & Sprenger, Marius & Rand, William & Schewe, Gerhard, 2021. "Apart we ride together: The motivations behind users of mixed-reality sports," Journal of Business Research, Elsevier, vol. 134(C), pages 316-328.
  23. Talaei-Khoei, Amir & Daniel, Jay, 2018. "How younger elderly realize usefulness of cognitive training video games to maintain their independent living," International Journal of Information Management, Elsevier, vol. 42(C), pages 1-12.
  24. Brady Patzer & Barbara Chaparro & Joseph R. Keebler, 2020. "Developing a Model of Video Game Play: Motivations, Satisfactions, and Continuance Intentions," Simulation & Gaming, , vol. 51(3), pages 287-309, June.
  25. Ismagilova, Elvira & Slade, Emma & Rana, Nripendra P. & Dwivedi, Yogesh K., 2020. "The effect of characteristics of source credibility on consumer behaviour: A meta-analysis," Journal of Retailing and Consumer Services, Elsevier, vol. 53(C).
  26. Buil, Isabel & Catalán, Sara & Martínez, Eva, 2020. "Understanding applicants’ reactions to gamified recruitment," Journal of Business Research, Elsevier, vol. 110(C), pages 41-50.
IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.