Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities
By André Marchand, Thorsten Hennig-Thurau. 2013
337 citations recorded by the source corpus.
Subfields: Computer Science Applications, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/98abf1c443ac377fd83cc2513ad476b5a9686b54
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In Sociology and Political Science
Citations in the corpus
- Gamification and Mobile Marketing Effectiveness (2016, neutral): “Genres include action, fighter, puzzle, and racer games (see Marchand and Hennig-Thurau 2013 for a more inclusive list).”
- Serious Games and Gamification for Mental Health: Current Status and Promising Directions (2017, background): “First, applied gaming offers “appealing potential,” as suggested by the popularity of computer games (21).”