[HTML][HTML] From traditional gaming to mobile gaming: Video game players' switching behaviour

X Cai, J Cebollada, M Cortinas - Entertainment Computing, 2022 - Elsevier
This paper intends to uncover whether mobile gaming is complemental or substitutable to
traditional gaming. A human migration framework, the Push-Pull-Mooring, is adopted to the …

'Migrating to a new virtual world': Exploring MMORPG switching through human migration theory

ACY Hou, CC Chern, HG Chen, YC Chen - Computers in Human Behavior, 2011 - Elsevier
Online gaming has become a popular leisure-time activity. In this study, we enlisted and
adapted the Push–Pull–Mooring model, which analyzes human migratory behavior based …

Factors analysis influencing the switching intention of Chinese mobile games based on push-pull-mooring model

J Liu, J Lee - Journal of Information Technology Applications and …, 2020 - koreascience.kr
Abstract The Push-Pull-Mooring (PPM) model employ to explore the factors that affect the
switching intention of mobile game players by analyzing the online survey data of 240 …

The migration of viewers in gaming streaming: The perspective of a push-pull-mooring model

XY Xu, LY Wang, K Zhao, FK Chang - International Journal of …, 2021 - Taylor & Francis
The market size of video game streaming is growing at an unprecedented rate, while
streaming platforms and streamers are engaging in fierce competitions to retain viewers …

Mobile gamer's epistemic curiosity affecting continuous play intention. Focused on players' switching costs and epistemic curiosity

YB Kim, SH Lee - Computers in Human Behavior, 2017 - Elsevier
Thanks to the proliferation of smartphones, most people can access mobile game easily. But
they play it very differently. This research focus on the gamer's attributes, not the game …

[HTML][HTML] Moving towards the end of gender differences in the habits of use and consumption of mobile video games

E Rodriguez-Barcenilla, F Ortega-Mohedano - Information, 2022 - mdpi.com
The world of video games has become one of the most important entertainment niches for
society. In the last decade it has surpassed in turnover audio-visual markets such as cinema …

[HTML][HTML] The substitution effect of mobile games on console games: an empirical analysis of the Japanese video game industry

S Yamaguchi, K Iyanaga, H Sakaguchi… - The Review of …, 2017 - Springer
In this paper, we discuss the substitution effects between mobile games and console games.
We estimate such effects by a fixed-effect regression with instrumental variables using panel …

[PDF][PDF] Reflections on the casual games market in a post-GamerGate world

A Shaw, S Chess - Social, casual and mobile games: The …, 2016 - library.oapen.org
In the conclusion of How to Do Things with Videogames, Ian Bogost (2011) argues that 'as
videogames broaden in appeal, being a “gamer” will actually become less common, if being …

Fanboys, competers, escapists and time-killers: a typology based on gamers' motivations for playing video games

D Schuurman, K De Moor, L De Marez… - Proceedings of the 3rd …, 2008 - dl.acm.org
In this paper, the different general motivations of gamers for playing video games are
explored. Surprisingly, to date little research has been devoted to the characterization of the …

Digital game dynamics preferences and player types

J Vahlo, JK Kaakinen, SK Holm… - Journal of Computer …, 2017 - academic.oup.com
In this study, we examine digital game preferences by identifying game dynamics, ie player–
game interaction modes, of 700 contemporary digital games, and players'(N= 1717) desire …