Why do people play games? A meta-analysis
By Juho Hamari, Lauri Keronen. International Journal of Information Management, 2017
336 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Information Systems and Management, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/ee87af8a130ef0bf94ed876119ac8de030a69e4c
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Max Sjöblom
- Blend Ibrahim
- Subhro Sarkar
- B. Ababneh
- Arpita Khare
- Sumedha Chauhan
- Ahmad Aljarah
- Juho Hamari
In Information Systems and Management
- Blend Ibrahim
- Max Sjöblom
- Arpita Khare
- Subhro Sarkar
- Sumedha Chauhan
- Ahmad Aljarah
- B. Ababneh
- Juho Hamari
In Sociology and Political Science
- Blend Ibrahim
- Max Sjöblom
- Juho Hamari
- Arpita Khare
- Subhro Sarkar
- Sumedha Chauhan
- Ahmad Aljarah
- B. Ababneh
Citations in the corpus
- Do Social Media Marketing Activities Enhance Consumer Perception of Brands? A Meta-Analytic Examination (2020, methodology): “The field of SMMA requires an overview of the published research, as meta-analyses address the limitations of individual studies through resolving conflicting findings (Hamari & Keronen, 2017; Par e, Trudel, Jaana, & Kitsiou, 2015).”
- What is eSports and why do people watch it? (2017, background): “…detailed motivations have seemingly focused on technology acceptance (see e.g. Davis et al., 1989; Van der Heijden, 2004) of games and specifically on both utilitarian and hedonic motivations of playing (Chang et al., 2014; Davis et al., 2013; Hamari and Keronen, 2017; Hamari and Koivisto, 2015).”
- Does gamification affect brand engagement and equity? A study in online brand communities (2020, neutral): “Gamification refers to the design approach that attempts to bring about similar positive experiences as those seen in games, and consequently affect user behavior and cognitive processes (Hamari, 2019; Huotari & Hamari, 2017).”
- Social motivations of live-streaming viewer engagement on Twitch (2018, background): “…in previous ACCEPTED MANUSCRIPTSOCIO-MOTIVATIONS OF LIVE-STREAMING VIEWER ENGAGEMENT research (Chen & Lin, 2018; Hamilton et al., 2014; Sjöblom & Hamari, 2017; Sjöblom et al., 2017), as well as other types of online media related to this field, such as social media (Papacharissi & Mendelson,…”
- A meta-analysis of antecedents and consequences of trust in mobile commerce (2020, methodology): “According to Cohen et al. (1983) and Hamari and Keronen (2017), the e ff ect sizes can be categorized into strong (0.5), moderate (0.3) or weak (0.1) based on its magnitude.”