Designing gamification in the right way

B Kim - Library technology reports, 2015 - journals.ala.org
Abstract Chapter 5 of Library Technology Reports (vol. 51, no. 2),“Understanding
Gamification,” addresses a number of issues and variables that need to be taken into …

[图书][B] Ready player two: Women gamers and designed identity

S Chess - 2017 - books.google.com
Cultural stereotypes to the contrary, approximately half of all video game players are now
women. A subculture once dominated by men, video games have become a form of …

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 …

Why do players buy in-game content? An empirical study on concrete purchase motivations

J Hamari, K Alha, S Järvelä, JM Kivikangas… - Computers in Human …, 2017 - Elsevier
Selling in-game content has become a popular revenue model for game publishers. While
prior research has investigated latent motivations as determinants of in-game content …

A cross-cultural comparison of Croatian and American social network sites: Exploring cultural differences in motives for Instagram use

P Sheldon, PA Rauschnabel, MG Antony… - Computers in human …, 2017 - Elsevier
Although Instagram is one of the fastest growing social media, scholars are yet to examine
cultural differences among users' behavior. The current study compares motives for …

Determinants of player acceptance of mobile social network games: An application of extended technology acceptance model

E Park, S Baek, J Ohm, HJ Chang - Telematics and Informatics, 2014 - Elsevier
In recent years, mobile devices and social network games (SNGs) have gained wide
popularity among the mainstream users. The present study aims to investigate the …

Consumer adoption of Mobile Social Network Games (M-SNGs) in Saudi Arabia: The role of social influence, hedonic motivation and trust

AM Baabdullah - Technology in society, 2018 - Elsevier
Abstract Mobile Social Network Games (M-SNGs) are highly upgraded technological
applications which are used immensely within the electronic game sector. The proliferation …

[图书][B] Understanding gamification

B Kim - 2015 - journals.ala.org
Gamification, which refers to applying gaming elements to a real-world activity, is not
necessarily a new idea. But (1) the rapid adoption of the smartphone,(2) the tremendous …

[HTML][HTML] Associations between attention deficit hyperactivity and internet gaming disorder symptoms: Is there consistency across types of symptoms, gender and …

V Stavropoulos, BLM Adams, CL Beard… - Addictive Behaviors …, 2019 - Elsevier
Background Videogame addiction has been suggested as a tentative disorder in 2013 by
the American Psychiatric Association (APA) and was recently officially recognized as a …

Understanding the roles of cultural differences and socio-economic status in social media continuance intention

MH Hsu, SW Tien, HC Lin, CM Chang - Information Technology & …, 2015 - emerald.com
Purpose–Drawing upon the literature of Uses and Gratifications (U & G) Theory, the purpose
of this paper is to propose that entertainment, information seeking, socialization, and self …