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Keywords: Computer games
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Journal Articles
Journal:
Information Technology & People
Information Technology & People (2022) 35 (2): 677–702.
Published: 23 February 2021
... making Individual Consumer behavior Computer games Hypothesis testing Task-technology fit Recently, mobile games received significant growth (Huang et al., 2019 ; Latinsky and Ueno, 2021). The mobile gaming market contributed $11.7 bn in total revenue to the US gross domestic...
Journal Articles
Journal:
Information Technology & People
Information Technology & People (2020) 33 (2): 657–688.
Published: 25 September 2019
...@mail.sysu.edu.cn 16 03 2018 07 12 2018 10 07 2019 19 08 2019 © Emerald Publishing Limited 2019 Emerald Publishing Limited Licensed re-use rights only Virtual community Internet addiction Structural equation modelling Computer games Longitudinal data Excessive online...
Journal Articles
Journal:
Information Technology & People
Information Technology & People (2020) 33 (2): 576–601.
Published: 28 August 2019
... at: rennie.naidoo@up.ac.za 14 04 2019 11 07 2019 16 07 2019 © Emerald Publishing Limited 2019 Emerald Publishing Limited Licensed re-use rights only Social inclusion Gender Computer games Online gaming Contrapuntal analysis Critical relational dialectics For more than...
Journal Articles
Journal:
Information Technology & People
Information Technology & People (2020) 33 (1): 37–55.
Published: 13 May 2019
...). If the motivations are fulfilled (i.e. gratifications), people will use the new media more often, leading to an increase in users’ continuance intentions (Weibull, 1985). Survey Usability Computer games Survey data Individual RQ2. How these effects differ across players’ demographics...
Journal Articles
Journal:
Information Technology & People
Information Technology & People (2019) 32 (6): 1376–1396.
Published: 08 January 2019
... Decision making Social inclusion Behavioural theories Computer games Structural equation modelling Technology acceptance model (TAM) Video games have become an intimate aspect of the lives of many children in developed and developing countries (Berk, 2009 ; Abram and Luther, 2004...
Journal Articles
Journal:
Information Technology & People
Information Technology & People (2018) 31 (6): 1070–1090.
Published: 13 July 2018
... Tourism Behaviour Computer games Informal learning Gamification refers to the use of game mechanics and dynamics in non-game contexts (Baptista and Oliveira, 2017 ; Werbach and Hunter, 2012). According to the Mechanics–Dynamics–Aesthetics Model (Hunicke et al., 2004 ; Zichermann...
Journal Articles
Journal:
Information Technology & People
Information Technology & People (2018) 31 (2): 557–577.
Published: 03 April 2018
... Emerald Publishing Limited Licensed re-use rights only User participation Virtual community Interactivity Computer Games Structural equation modelling Human computer interaction (HCI) MMORPG Online leadership Offline leadership Game achievement Character identification Social presence...
Journal Articles
Journal:
Information Technology & People
Information Technology & People (2018) 31 (2): 388–404.
Published: 03 April 2018
... equation modelling Computer games End user In October 2016, Google possessed 90.37 percent of the internet search engine market share, showing a distinguishable monopoly (Statista, 2017). Based on its strong market share, Google’s advertisement profits reached $79.38 billion in 2016 (Statista...
Journal Articles
Journal:
Information Technology & People
Information Technology & People (2017) 30 (2): 503–519.
Published: 05 June 2017
... rights only Mobile communications Social capital theory E-marketing Computer games Collective intelligence Digital intervention Research studies on the consumption of digital technological artefacts have attempted to provide insights into this digital transformation and to understand...
Journal Articles
Journal:
Information Technology & People
Information Technology & People (2017) 30 (1): 139–162.
Published: 06 March 2017
... 27 01 2016 30 03 2016 Behavioural theories Computer games Empirical study Virtual world Online games businesses have generated substantial profits in recent years. The worldwide market for online games is expected to grow from $15.7 billion in 2010 to nearly $29 billion...
Journal Articles
Journal:
Information Technology & People
Information Technology & People (2016) 29 (4): 733–749.
Published: 07 November 2016
...@newcastle.ac.uk 15 05 2015 17 07 2015 19 08 2015 © Emerald Group Publishing Limited 2016 Emerald Group Publishing Limited Licensed re-use rights only Computer games Education Simulation Small- and medium-sized enterprises (SMEs) Serious games are increasingly being...
Journal Articles
Journal:
Information Technology & People
Information Technology & People (2011) 24 (1): 10–25.
Published: 01 March 2011
... © Emerald Group Publishing Limited 2011 Computer games Higher education Students United Kingdom This article examines how work and non‐work boundaries are understood and constituted by higher education digital games students. Digital gaming and student‐focused research...
Journal Articles
Journal:
Information Technology & People
Information Technology & People (2011) 24 (1): 26–45.
Published: 01 March 2011
... zone, a “place of hybrid experiences”. Rosaldo (1989 , p. 119) described the cultural borderland as the conjunction of two cultures, a space in which culturally distinct groups actively blend cultures. Virtual work Virtual worlds Strikes Group behaviour Entertainment Computer games...
