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Journal ArticleDOI

Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities

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TLDR
In this article, a conceptual framework of value creation through video games is developed, highlighting important findings from existing research in marketing and other disciplines, and applying the framework to derive future research opportunities.
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This article is published in Journal of Interactive Marketing.The article was published on 2013-08-01. It has received 255 citations till now. The article focuses on the topics: Game Developer & Video game.

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Journal ArticleDOI

Serious Games and Gamification for Mental Health: Current Status and Promising Directions

TL;DR: This scoping review highlights six major categories of tested applied games for mental health and demonstrates that it is feasible to translate traditional evidence-based interventions into computer gaming formats and to exploit features of computer games for therapeutic change.
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An adoption framework for mobile augmented reality games: The case of Pokémon Go

TL;DR: The results show that hedonic, emotional, and social benefits and social norms drive consumer reactions while physical risks (but not data privacy risks) hinder consumer reactions.
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Gamification and Mobile Marketing Effectiveness

TL;DR: In this article, the authors provide a systematic overview of game design and note how principles derived from that field are highly applicable to gamification in mobile marketing settings, aided by the work of Schell (2008), whose Elemental Game Tetrad Model allows them to offer a coherent look at how gamification should affect mobile marketing outcomes.
Journal ArticleDOI

Gamification and Mobile Marketing Effectiveness

TL;DR: This work provides a systematic overview of game design and notes how principles derived from that field are highly applicable to gamification in mobile marketing settings and offers a coherent look at how gamification should affect mobile marketing outcomes.
Journal ArticleDOI

More than just a game: ethical issues in gamification

TL;DR: A normatively sophisticated and descriptively rich account for appropriately addressing major ethical considerations associated with gamification is developed, suggesting practitioners and designers should be precautious about whether or not their use of gamification practices takes unfair advantage of workers or infringes any involved workers’ or customers’ autonomy.
References
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Journal ArticleDOI

Hedonic Consumption ; Emerging Concepts, Methods and Propositions

TL;DR: In this paper, the authors define hedonic consumption as those facets of consumer behavior that relate to the multisensory, fantasy and emotive aspects of product usage experience.
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Platform competition in two‐sided markets

TL;DR: In this paper, the authors build a model of platform competition with two-sided markets and reveal the determinants of price allocation and end-user surplus for different governance structures (profit-maximizing platforms and not-for-profit joint undertakings), and compare the outcomes with those under an integrated monopolist and a Ramsey planner.
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Two-sided markets: a progress report

TL;DR: In this paper, the authors provide a road map to the burgeoning literature on two-sided markets and present new results on the mix of membership and usage charges when price setting or bargaining determine payments between end-users.
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The motivational pull of video games: A self-determination theory approach

TL;DR: In this article, the authors apply self-determination theory (SDT) in investigating motivation for computer game play, and the effects of game play on well-being, and find that perceived in-game autonomy and competence are associated with game enjoyment, preferences, and changes in wellbeing pre-to-post-play.
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