When games were first developed for in-home use, they were primarily targeted almost exclusively at children and males. However, today’s marketplace manifests a more diverse population plays Internet-enabled games that can be played virtually anywhere. The average gamer is now 30 years old. Many gamers, obviously, are much older. Yet more strikingly, and more germane to this study’s purpose, 47% of the U.S. gamer population is female, as compared to 40% in 2010. Despite these trends the gaming industry remains a male-dominated culture. The marketer’s job is to facilitate game engagement and to motivate gamers to play. The notion of “engagement” is not new in business. The term was developed in the last decade. Many studies were devoted to u...
abstract: Playable female characters in video games have become increasingly more acceptable in the ...
Consumers’ product evaluation, choice, and use are driven by both hedonic (HED) and utilitarian (UT)...
With keen competition in the online game industry, game developers and publishers are finding new wa...
This paper intends to examine the gender differences on the engagement states of consumer videogame ...
AbstractThe level of consumer engagement in video game-playing is influenced by different factors, w...
About 60 percent of Americans (145 million people) play video games, and the age of 61 percent of al...
INTERACTIVE ENTERTAINMENT AND GENDER: An Empirical Approach Related to Gender Specific Differences i...
Since coming into mainstream culture in the 1970s, video games have become increasingly popular. Whi...
PurposeThis study aims to illuminate Turkish gen Z players' intention to make in-game purchases base...
Entertainment gaming research typically focuses on the underlying motivations for play and on the su...
In this study, we examined gender differences in video game use by focusing on interpersonal needs f...
Objective. This study was conducted to compare the gender related experiences in motivation for male...
Purpose: The purpose of this research is to understand the phenomenon of the engaged gamer, that we ...
In the past twenty-five years, the production of digital games has become a global media industry st...
Since the early 1990s there is a growing interest in research mapping the motivations for playing vi...
abstract: Playable female characters in video games have become increasingly more acceptable in the ...
Consumers’ product evaluation, choice, and use are driven by both hedonic (HED) and utilitarian (UT)...
With keen competition in the online game industry, game developers and publishers are finding new wa...
This paper intends to examine the gender differences on the engagement states of consumer videogame ...
AbstractThe level of consumer engagement in video game-playing is influenced by different factors, w...
About 60 percent of Americans (145 million people) play video games, and the age of 61 percent of al...
INTERACTIVE ENTERTAINMENT AND GENDER: An Empirical Approach Related to Gender Specific Differences i...
Since coming into mainstream culture in the 1970s, video games have become increasingly popular. Whi...
PurposeThis study aims to illuminate Turkish gen Z players' intention to make in-game purchases base...
Entertainment gaming research typically focuses on the underlying motivations for play and on the su...
In this study, we examined gender differences in video game use by focusing on interpersonal needs f...
Objective. This study was conducted to compare the gender related experiences in motivation for male...
Purpose: The purpose of this research is to understand the phenomenon of the engaged gamer, that we ...
In the past twenty-five years, the production of digital games has become a global media industry st...
Since the early 1990s there is a growing interest in research mapping the motivations for playing vi...
abstract: Playable female characters in video games have become increasingly more acceptable in the ...
Consumers’ product evaluation, choice, and use are driven by both hedonic (HED) and utilitarian (UT)...
With keen competition in the online game industry, game developers and publishers are finding new wa...