2023
DOI: 10.1016/j.jretconser.2022.103128
|View full text |Cite
|
Sign up to set email alerts
|

Videogames-as-a-service: How does in-game value co-creation enhance premium gaming co-creation experience for players?

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
12
0
1

Year Published

2023
2023
2025
2025

Publication Types

Select...
9
1

Relationship

2
8

Authors

Journals

citations
Cited by 40 publications
(13 citation statements)
references
References 93 publications
0
12
0
1
Order By: Relevance
“…Thirdly, the roles of experiential value, value creation and value co-creation have rarely been investigated in the context of EI or EE. Future research studies should develop a conceptual framework by considering how different entrepreneurship strategies can be designed and re-designed to promote value creation, value co-creation and experiential value for customers through entrepreneurial initiatives (Abid et al , 2022a, 2022b ; Shamim et al , 2021; Siddique et al , 2021; Shamim et al , 2022; Hussain et al , 2023). Fourthly, researchers from other developing nations may need to construct country-specific models for similar EE based on the findings of this study, thus boosting the model’s generalisability.…”
Section: Discussion Practical Implications Agenda For Future Research...mentioning
confidence: 99%
“…Thirdly, the roles of experiential value, value creation and value co-creation have rarely been investigated in the context of EI or EE. Future research studies should develop a conceptual framework by considering how different entrepreneurship strategies can be designed and re-designed to promote value creation, value co-creation and experiential value for customers through entrepreneurial initiatives (Abid et al , 2022a, 2022b ; Shamim et al , 2021; Siddique et al , 2021; Shamim et al , 2022; Hussain et al , 2023). Fourthly, researchers from other developing nations may need to construct country-specific models for similar EE based on the findings of this study, thus boosting the model’s generalisability.…”
Section: Discussion Practical Implications Agenda For Future Research...mentioning
confidence: 99%
“…Fifth, the business thinking and consumer lifestyle in post-COVID-19 pandemic have been changed. Consumers are demanding more online and digital preference, which needs to be investigated for better value co-creation outcomes (Shamim et al , 2021, 2023; Hussain et al , 2023) in takaful insurance services. Sixth, the online customer engagement through engagement valence perspective has not yet been explored, which is important for the future researchers to use this paradigm to extend the line of discussion in takaful insurance services (Siddique et al , 2021, for further reference).…”
Section: Limitations and Agenda For Future Researchmentioning
confidence: 99%
“…The primary goal of a manufacturer is to attract a large number of users to the product or service, and to do that, they must increase the appeal of their product itself. For the game, Genshin impacts through in-game purchase system to improve the user's enjoyment and immersive, right to the use of the performance for the role of the high degree of rare access to, or use rise more convenient tool products, we can see as to promote the perceived ease of use of the product, in the game, you show the higher value of virtual items (arms and weapon) [5].…”
Section: Case 1: Malformed Consumptionmentioning
confidence: 99%