[HTML][HTML] From traditional gaming to mobile gaming: Video game players' switching behaviour
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 …
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
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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
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 …
explored. Surprisingly, to date little research has been devoted to the characterization of the …
Digital game dynamics preferences and player types
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 …
game interaction modes, of 700 contemporary digital games, and players'(N= 1717) desire …