2019
DOI: 10.1108/intr-04-2019-542
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Playing games: advancing research on online and mobile gaming consumption

Abstract: INTR 29,2In summary, we hope that this paper and the special issue, with its emphasis on online and mobile gaming, will offer new insights for researchers and practitioners who are interested in the advancement of research on computer games consumption.

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Cited by 24 publications
(14 citation statements)
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“…As the gaming industry outperforms the film and music industries, its business potential is well‐understood (Seo et al, 2019). Notwithstanding, there is a need to consider the wellbeing of users alongside the substantial entertainment potential of gaming platforms.…”
Section: Synthesis and Implicationsmentioning
confidence: 99%
“…As the gaming industry outperforms the film and music industries, its business potential is well‐understood (Seo et al, 2019). Notwithstanding, there is a need to consider the wellbeing of users alongside the substantial entertainment potential of gaming platforms.…”
Section: Synthesis and Implicationsmentioning
confidence: 99%
“…There has been a rapid increase in the popularity of video games. Video games have provided entertainment for children and adults alike (Allaire et al , 2013; Seo et al , 2019). With applications to download and install, video games have become one of the most accessible forms of entertainment in the modern era (Hamari et al , 2019).…”
Section: Introductionmentioning
confidence: 99%
“…Currently, video games are considered the fastest growing leisure market (Chatfield, 2011) and have already become among the most ubiquitous symbols of the contemporary popular culture (Seo et al , 2019). The current estimations suggest that half of the population in Western countries appears to play video games (Muriel and Crawford, 2018).…”
Section: Introductionmentioning
confidence: 99%