2015
DOI: 10.1080/0965254x.2015.1076883
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Leveraging the co-evolution of offline and online video games: an empirical study

Abstract: DisclaimerThe University of Gloucestershire has obtained warranties from all depositors as to their title in the material deposited and as to their right to deposit such material.The University of Gloucestershire makes no representation or warranties of commercial utility, title, or fitness for a particular purpose or any other warranty, express or implied in respect of any material deposited.The University of Gloucestershire makes no representation that the use of the materials will not infringe any patent, c… Show more

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Cited by 22 publications
(4 citation statements)
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References 163 publications
(281 reference statements)
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“…Notably, technology failures restrict customers' usage of services, creating more dissatisfaction if the failure is unexpected (Meuter et al, 2000 ; Tuzovic & Kabadayi, 2020 ). Existing literature demonstrates that technology failures are especially critical because customers expect to access online services with high convenience and control (Keeney, 1999 ; Ozuem et al, 2017 ; Wang et al, 2010 ). As such, customers become highly dissatisfied if online services do not deliver as expected.…”
Section: Theoretical Underpinningmentioning
confidence: 99%
“…Notably, technology failures restrict customers' usage of services, creating more dissatisfaction if the failure is unexpected (Meuter et al, 2000 ; Tuzovic & Kabadayi, 2020 ). Existing literature demonstrates that technology failures are especially critical because customers expect to access online services with high convenience and control (Keeney, 1999 ; Ozuem et al, 2017 ; Wang et al, 2010 ). As such, customers become highly dissatisfied if online services do not deliver as expected.…”
Section: Theoretical Underpinningmentioning
confidence: 99%
“…In the freemium business model, a large group of potential gamers are invited to play the games for free, but only a small fraction of the group will buy premium content of the games from which game developers and online retailers generate revenue (Geng et al , 2015). The in-game purchase or microtransaction is similar to online retailing, where gamers search, select and purchase various virtual goods, such as game coins (virtual currency), weapons, artefacts and skins (costumes) via the Internet (Ozuem et al , 2017; Balakrishnan and Griffiths, 2018). Online retail stores facilitate the sales of these virtual goods for commission fees, a percentage of the selling price (Chernonog, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…The theory of reasoned action (TRA) and the theory of planned behaviour (TPB) are both attitudinal theories that will assist in gaining in-depth knowledge about shoppers' attitudes towards mobile technology (Ozuem, Borrelli, & Lancaster, 2015). The technology acceptance model remains the ultimate tool that will be used in this research to understand the different phase that constitutes the shopping process in a mobile environment.…”
Section: Smartphones and Purchase Intentionsmentioning
confidence: 99%