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Playing games

Advancing research on online and mobile gaming consumption

Bibliographic Data

ID12420741
AuthorsYuri Seo (0000-0003-0463-4708, University of Auckland, corresponding author), Rebecca Dolan (0000-0002-7481-8601, The University of Adelaide), Margo Buchanan‐Oliver (University of Auckland), Margo Buchanan-Oliver
Year2019
Volume29
Issue2
Pages289-292
Publication date2019-04-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueInternet Research (JOURNAL)
Journal identifiersISSN: 1066-2243 • E-ISSN: 2054-5657
PublisherEmerald Publishing Limited (PUBLISHER • GB)
DOI10.1108/intr-04-2019-542
OpenAlexW2944565052
LanguageEN
Citations received11
References cited15

Advertising · Business · Consumption (sociology · Human–computer interaction · Mobile device · Multimedia · Sociology · World Wide Web · Computer Science · Digital Games and Media · Digital Marketing and Social Media · Impact of Technology on Adolescents

  • Receptive academic vocabulary knowledge and extramural English involvement – is there a correlation

    Open Access•Marcus Warnby•ITL - International Journal of…•2022

  • Psychosocial Impacts of Mobile Game on K12 Students and Trend Exploration for Future Educational Mobile Games

    Open Access•Yuanzhe Li, Zezheng Xu et al.•Frontiers in Education•2022

  • Perception of Risk in the Use of Technologies and Social Media. Implications for Identity Building during Adolescence

    Open Access•Patricia Torrijos-Fincias, Sara Serrate González et al.•Education Sciences•2021

  • Dark side of online social games (OSG) using Facebook platform

    Open Access•Sheshadri Chatterjee•Information Technology and People•2021

  • How cultural elements shape game evaluations

    Open Access•Xumin Zhang, Xiangyun Zhang et al.•Computers in Human Behavior•2025

  • Esports as playful consumption experiences

    Open Access•Amir Zaib Abbasi, Nasser Alqahtani et al.•Telematics and Informatics•2023

  • Metaverse gaming

    Hyerim Jo, Sun Park et al.•Behaviour and Information…•2025

  • Legitimizing the game

    Open Access•Joaquín Cestino, Joseph Macey et al.•Internet Research•2023

  • Esports Fan Engagement

    Open Access•Marcel Huettermann, Anthony D Pizzo•Frontiers in Sports and Active…•2022

  • Trouble in virtual heaven

    Open Access•Adrian Kristiansen, Frank Lindberg et al.•Journal of Consumer Culture•2022

  • Towards a unified theory of toxic behavior in video games

    Open Access•Bastian Kordyaka, Katharina Jahn et al.•Internet Research•2020

  • Professionalized consumption and identity transformations in the field of eSports

    Open Access•Yuri Seo•Journal of Business Research•2016

  • The Role of Flow Experience in Cyber-Game Addiction

    Open Access•Ting‐Jui Chou, Ting-Jui Chou et al.•CyberPsychology & Behavior•2003

  • Games without Frontiers

    Open Access•Ahmed Elmezeny, Jeffrey Wimmer•Media and Communication•2018

  • Pokémon GO as distributed imagination

    Open Access•Seth Gidding•Mobile Media & Communication•2016

  • Virtual reality, presence, and attitude change

    Open Access•Iis Tussyadiah, Dan Wang et al.•Tourism Management•2018

  • What is eSports and why do people watch it

    Open Access•Juho Hamari, Mirja Sjöblom et al.•Internet Research•2017

  • An adoption framework for mobile augmented reality games

    Open Access•Philipp A Rauschnabel, Alexander Rossmann et al.•Computers in Human Behavior•2017

Unique citing works11
Citations per year1,83
Citation span2020 - 2025 (6)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 11

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