Play on Demand: Why Do Players Play the Mobile Games They Do
Brian McCauley,
Giovanni Merola and
Sarah Gumbley
Additional contact information
Brian McCauley: RMIT University, Ho Chi Minh City, Vietnam
Giovanni Merola: Xi'an Jioatong Liverpool University, China
Sarah Gumbley: RMIT University, Ho Chi Minh City, Vietnam
International Journal of E-Business Research (IJEBR), 2017, vol. 13, issue 4, 37-54
Abstract:
Due to the penetration of smartphones and associated mobile devices, mobile gaming has become a ubiquitous industry worldwide. Players now have access to games at all times. Extending previous research and the Uses and Gratifications approach this paper presents an alternative conceptual model that can offer explanations towards understanding why players play the mobile game they play most frequently.
Date: 2017
References: Add references at CitEc
Citations:
Downloads: (external link)
http://services.igi-global.com/resolvedoi/resolve. ... 018/IJEBR.2017100103 (application/pdf)
Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.
Export reference: BibTeX
RIS (EndNote, ProCite, RefMan)
HTML/Text
Persistent link: https://EconPapers.repec.org/RePEc:igg:jebr00:v:13:y:2017:i:4:p:37-54
Access Statistics for this article
International Journal of E-Business Research (IJEBR) is currently edited by Mohammad Nabil Almunawar
More articles in International Journal of E-Business Research (IJEBR) from IGI Global
Bibliographic data for series maintained by Journal Editor ().