2015 48th Hawaii International Conference on System Sciences 2015
DOI: 10.1109/hicss.2015.428
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Why Do People Play Games? A Review of Studies on Adoption and Use

Abstract: This paper reviews empirical literature on adoption/acceptance, continued use as well loyalty in the context of games. The study reviews dependent variables, independent variables, coefficients between independent and dependent variables, used methodologies as well as types of games covered in the reviewed literature.

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Cited by 41 publications
(31 citation statements)
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“…For example, a person primarily motivated by self-gratification will only purchase an item if it also has aesthetic appeal. This is supported by the prior work, which has upheld the important of aesthetics in driving non-functional item purchases (Turel, Serenko, and Bontis, 2010;Hamari, Keronen, and Alha, 2015). Motivations may complement each other in a way that encourages purchases when aesthetics are favorable.…”
Section: Conclusion and Discussionmentioning
confidence: 56%
See 1 more Smart Citation
“…For example, a person primarily motivated by self-gratification will only purchase an item if it also has aesthetic appeal. This is supported by the prior work, which has upheld the important of aesthetics in driving non-functional item purchases (Turel, Serenko, and Bontis, 2010;Hamari, Keronen, and Alha, 2015). Motivations may complement each other in a way that encourages purchases when aesthetics are favorable.…”
Section: Conclusion and Discussionmentioning
confidence: 56%
“…Previous research has found non-functional virtual items to be largely hedonically motivated. First, these items broadly increase enjoyment through increased multisensory (e.g., visual or audio) appeal in the game (Turel, Serenko, and Bontis, 2010;Hamari, Keronen and Alha, 2015). Second, these items operate as a means of self-expression, allowing players to express their actual or ideal selves through their online characters (Lehdonvirta, 2005(Lehdonvirta, , 2009; see also Berthon et al, 2010).…”
Section: Motivations For Purchasing Virtual Itemsmentioning
confidence: 99%
“…A large portion of the research investigating more detailed motivations have seemingly focused on technology acceptance (See e.g. Davis, 1989;van der Heijden, 2004) of games and specifically on both utilitarian and hedonic motivations of playing (Chang et al, 2014;Davis et al, 2013;Hamari et al, 2015b;Hamari and Koivisto 2015). In the present study many of the investigated factors represent more hedonically oriented dimensions of spectating sports.…”
Section: Resultsmentioning
confidence: 94%
“…The second vein of literature on this area is more directly focused on motivations and gratification as predictors of playing activities (e.g. Chang et al, 2014;Davis et al, 2013;Hamari et al, 2015b;Hamari and Koivisto, 2015;Huang and Hsieh, 2011;Lu and Wang 2008;Wei and Lu, 2014;Yee, 2006). Finally, the third category is focused on the demographic and other background factors of players (Hamari and Lehdonvirta 2010;Janz et al, 2010;Koivisto and Hamari, 2014;Mäyrä et al, 2016;Williams et al, 2008;Yee, 2006b).…”
Section: Resultsmentioning
confidence: 99%
“…Geogames combine location-and game based learning, the players' geographical position is part of the narrative and the game flow (de Souza e Silva, 2009;von Borries, Walz & Bottger, 2007). Geogames are conceptually grounded in the theoretical framework of Digital Game-based Learning (DGBL) that combines playing as an active form of entertainment and knowledge acquisition (Hamari, Keronen & Alha, 2015;Kerres & Borman, 2009;Prensky, 2001). It is intended to captivate the players' attention and to use the game-related enjoyment as a starting point for learning processes or to increase situational interest or topic-related awareness and attitudes .…”
Section: Introductionmentioning
confidence: 99%