RE Kunz, JP Santomier - Sport, Business and Management: An …, 2020 - emerald.com
Purpose Notwithstanding the dynamics of digital transformation and its relevance for revenue generation in the entertainment industry, empirical research that focused on …
This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The …
D Choi, HK Lee, DY Kim - International Journal of Consumer …, 2023 - Wiley Online Library
This study aims to explore a social metaverse's positive effects as mood management on consumers' life satisfaction and usage intentions. A total of 304 survey responses from active …
J Yi, Y Lee, SH Kim - Journal of Business Research, 2019 - Elsevier
Rapidly advancing mobile technology has made mobile games a leader in the global games market. As the market size of mobile games has grown, the competition has also accelerated …
SJ Kim, KH Kim, J Choi - Journal of Business Research, 2019 - Elsevier
Augmented products deliver functional and affective value above and beyond core and expected products, and, in turn, help companies differentiate themselves from competitors …
Digitalization is not only blurring boundaries between the real world and virtual space, but, since COVID-19, it has also made the traditional fashion industry less reliant on physical …
R Yulius - Journal of Animation and Games Studies, 2017 - researchgate.net
Game online mengandalkan penjualan item secara virtual guna menghasilkan pendapatan yang lebih besar. Minat pengguna game online berbeda-beda dalam melakukan …
J Bae, SJ Kim, KH Kim, DM Koo - Internet Research, 2019 - emerald.com
Purpose The purpose of this paper is to investigate the relationship between game items and mood management to show the affective value of game items. Specifically, the study …
J Bae, HH Park, DM Koo - Internet Research, 2019 - emerald.com
Purpose The purpose of this paper is to investigate the effect of perceived corporate social responsibility (CSR) initiatives moderated by a user characteristic (heavy users) on game …