Gamification and serious games: A literature meta-analysis and integrative model

G Baptista, T Oliveira - Computers in human behavior, 2019 - Elsevier
In recent years we have witnessed a growing number of companies and institutions
embedding game mechanics and game design techniques in all types of information …

eSports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling

J Macey, J Hamari - New Media & Society, 2019 - journals.sagepub.com
Twenty years since the Internet transformed gambling products and services, the
convergence of online games and gambling has initiated a new means of consuming …

Uses and gratifications of pokémon go: Why do people play mobile location-based augmented reality games?

J Hamari, A Malik, J Koski, A Johri - International Journal of Human …, 2019 - Taylor & Francis
In recent years, augmented reality games (ARGs) such as Pokémon Go have become
increasingly popular. These games not only afford a novel gaming experience but also have …

Gamification for value creation and viewer engagement in gamified livestreaming services: The moderating role of gender in esports

TY Qian, R Matz, L Luo, C Xu - Journal of Business Research, 2022 - Elsevier
The current study examined the relationships between gamification, perceived value, and
viewer engagement in a gamified livestreaming service, where gamification complemented …

The perceived value of digital fashion product and purchase intention: the mediating role of the flow experience in metaverse platforms

Y Park, E Ko, B Do - Asia Pacific Journal of Marketing and Logistics, 2023 - emerald.com
Purpose This paper aims to explore digital fashion products in the metaverse platform
contexts and empirically examine the effect of the metaverse platform characteristics on the …

The association between esports participation, health and physical activity behaviour

MG Trotter, TJ Coulter, PA Davis, DR Poulus… - International journal of …, 2020 - mdpi.com
We investigated the association between obesity, self-reported physical activity, cigarette
smoking, alcohol consumption, and perceived health in esports players, and the influence of …

Digital object attachment

B Koles, P Nagy - Current Opinion in Psychology, 2021 - Elsevier
Digital object attachment is a complex phenomenon that has received little attention in the
extant literature. The purpose of the current article is to develop a conceptual model to clarify …

[HTML][HTML] " Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games

J Hamari, N Hanner, J Koivisto - International Journal of Information …, 2020 - Elsevier
Freemium has become de facto business model for games and many other online services.
We investigate how consumers' perceived value is associated with their intention to use …

A meta-analysis of factors affecting acceptance of information technology in auditing

A Afsay, A Tahriri, Z Rezaee - International Journal of Accounting …, 2023 - Elsevier
Technology advancements provide opportunities for auditors to use new tools in the audit
process. This study presents a synthesis of technology-related auditing research to identify …

Fame and fortune, or just fun? A study on why people create content on video platforms

M Törhönen, M Sjöblom, L Hassan, J Hamari - Internet Research, 2020 - emerald.com
Purpose The purpose of this paper is to examine the motivations behind online video
content creation on services such as YouTube and Twitch. These activities, performed by …