Dissertation presented as partial requirement for obtaining the Master’s degree in Information Management, with a specialization in Information Systems and Technologies ManagementGaming is a multi‐billion industry made of the same principles that guide information systems. The reception of a video game is influenced by the online community. Still video games have yet to hit their real peak as far as design and technology come to and the reasons that lead to its success remain unclear. The goal of this study is to uncover the causes that lead to the success of a video game through the DeLone and McLean success model following a text mining approach using online gamer reviews. Whereas earlier researches focus on surveys, this study uses...
Background Brand managers often use brand extension as a “lower” risk alternative when introducing n...
Gaming industry is booming at an unexpected rate along with rapid technological advancements. E-spor...
About 60 percent of Americans (145 million people) play video games, and the age of 61 percent of al...
We examine the effect of online consumer reviews on the sales of video games. An inherent problem in...
The government supports game developers in Indonesia because video games contribute to its GDP. The ...
The video game market is one of the most important in the entertainment industry and is intrinsicall...
This study aims to establish the role of a brand reputation as a critical success factor. Although t...
Online third-party reviews have been grown over the last decade and they now play an important role ...
This study aims to understand how to answer the success of video games on user satisfaction and use ...
The video game market is one of the most important in the entertainment industry and is intrinsicall...
This paper presents a method for gathering and evaluating user attitudes towards previously released...
This paper examines the determinants of video game software sales. What literature currently exists...
The purpose of this research paper is to explore the factors that influence Saudi users to adopt and...
The focus of this thesis was to conduct a video game industry market research, and to clarify what ...
Objectives The main objectives of this study were to investigate what aspects of video games that ...
Background Brand managers often use brand extension as a “lower” risk alternative when introducing n...
Gaming industry is booming at an unexpected rate along with rapid technological advancements. E-spor...
About 60 percent of Americans (145 million people) play video games, and the age of 61 percent of al...
We examine the effect of online consumer reviews on the sales of video games. An inherent problem in...
The government supports game developers in Indonesia because video games contribute to its GDP. The ...
The video game market is one of the most important in the entertainment industry and is intrinsicall...
This study aims to establish the role of a brand reputation as a critical success factor. Although t...
Online third-party reviews have been grown over the last decade and they now play an important role ...
This study aims to understand how to answer the success of video games on user satisfaction and use ...
The video game market is one of the most important in the entertainment industry and is intrinsicall...
This paper presents a method for gathering and evaluating user attitudes towards previously released...
This paper examines the determinants of video game software sales. What literature currently exists...
The purpose of this research paper is to explore the factors that influence Saudi users to adopt and...
The focus of this thesis was to conduct a video game industry market research, and to clarify what ...
Objectives The main objectives of this study were to investigate what aspects of video games that ...
Background Brand managers often use brand extension as a “lower” risk alternative when introducing n...
Gaming industry is booming at an unexpected rate along with rapid technological advancements. E-spor...
About 60 percent of Americans (145 million people) play video games, and the age of 61 percent of al...