With keen competition in the online game industry, game developers and publishers are finding new ways to induce players’ to spend money on subscriptions and virtual items. As the online game itself pro- vides a highly engaging environment, this study examines online sales from the perspective of customer engagement. We propose a research model that examines why game players actively engage in playing online games, and how such engagement can contribute to sales of online games, empirically testing the model using 377 online game players. The results support our research hypotheses and illustrate the effect of customer psychological engagement on stimulating game players’ spending in online games. In particular, both psychological and behav...
The purpose of this paper is to explore consumer behavior of online game and its influencing factors...
With the development of the gaming industry, the trend of gaming virtual goods consumption is gradua...
When games were first developed for in-home use, they were primarily targeted almost exclusively at ...
With keen competition in the online game industry, game developers and publishers are finding new wa...
The development of online games is so high that leads many companies to compose games. To increase c...
Abstract: The development of online games is so high that leads many companies to compose games. To ...
Advancements in online payment mechanics has revolutionised the monetisation of online games. One su...
The theoretical understanding of e-commerce has received much attention over the past years; however...
Mobile games have produced almost half of total mobile application revenue. Freemium strategy is com...
Internet technology has been growing and become one of the options for people to interact with other...
AbstractThe level of consumer engagement in video game-playing is influenced by different factors, w...
As online purchasing grows in importance, the interest of enhancing the online purchasing experience...
The most important stream of game developers' revenue is arguably via gamer's in-game purchases. Pre...
Driven by the dominant Internet usage and the prospective profits from the game industry, especially...
Free-to-play games typically have a monetization model that relies on players to purchase in-game it...
The purpose of this paper is to explore consumer behavior of online game and its influencing factors...
With the development of the gaming industry, the trend of gaming virtual goods consumption is gradua...
When games were first developed for in-home use, they were primarily targeted almost exclusively at ...
With keen competition in the online game industry, game developers and publishers are finding new wa...
The development of online games is so high that leads many companies to compose games. To increase c...
Abstract: The development of online games is so high that leads many companies to compose games. To ...
Advancements in online payment mechanics has revolutionised the monetisation of online games. One su...
The theoretical understanding of e-commerce has received much attention over the past years; however...
Mobile games have produced almost half of total mobile application revenue. Freemium strategy is com...
Internet technology has been growing and become one of the options for people to interact with other...
AbstractThe level of consumer engagement in video game-playing is influenced by different factors, w...
As online purchasing grows in importance, the interest of enhancing the online purchasing experience...
The most important stream of game developers' revenue is arguably via gamer's in-game purchases. Pre...
Driven by the dominant Internet usage and the prospective profits from the game industry, especially...
Free-to-play games typically have a monetization model that relies on players to purchase in-game it...
The purpose of this paper is to explore consumer behavior of online game and its influencing factors...
With the development of the gaming industry, the trend of gaming virtual goods consumption is gradua...
When games were first developed for in-home use, they were primarily targeted almost exclusively at ...