dc.contributor.author | Camarero Izquierdo, María Carmen | |
dc.contributor.author | San José Cabezudo, Rebeca | |
dc.contributor.author | Jiménez Torres, Nadia Huitzilin | |
dc.contributor.author | San Martín Gutiérrez, Sonia | |
dc.date.accessioned | 2024-11-13T11:57:57Z | |
dc.date.available | 2024-11-13T11:57:57Z | |
dc.date.issued | 2021-04 | |
dc.identifier.issn | 1546-2234 | |
dc.identifier.uri | http://hdl.handle.net/10259/9695 | |
dc.description.abstract | Even though the mobile games industry has grown substantially over the last few years, one permanent challenge which remains is to monetize it and to continue reaching new players. Current players contribute to this aim by purchasing mobile game accessories and by recruiting players. The current work analyses how the present use of the game and its appeal contribute to these behaviors. Results with information obtained from a sample of app gamers show that using a game app can have positive effects on recruitment, a notion reinforced when the level of performance rises, while overuse of the game app may lead to a feeling of addiction or shame that reduces new player recruitment. In addition, the game's perceived appeal (experiential value, procedural justice, and prestige) are also related with investing in new products and with recruitment. | en |
dc.description.sponsorship | This work was supported by the Junta de Castilla y León (Spain) [project references VA112P17 and VA085G18] and by the Ministry of Economy, Industry, and Competitiveness (Spain) [project reference ECO2017-86628-P]. | es |
dc.format.mimetype | application/pdf | |
dc.language.iso | eng | es |
dc.publisher | IGI Global | es |
dc.relation.ispartof | Journal of Organizational and End User Computing. 2021, V. 33, n. 2, p. 59-84 | es |
dc.rights | Atribución 4.0 Internacional | * |
dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | * |
dc.subject | Addiction | en |
dc.subject | Experimential value | en |
dc.subject | Mobile games | en |
dc.subject | Prestige | en |
dc.subject | Procedural justice | en |
dc.subject | Use | en |
dc.subject.other | Consumidores-Conducta | es |
dc.subject.other | Consumer behavior | en |
dc.subject.other | Marketing móvil | es |
dc.subject.other | Marketing mobile | en |
dc.title | The effect of use, overuse, and appeal of mobile game app on add-ons purchases and players recruitment | en |
dc.type | info:eu-repo/semantics/article | es |
dc.rights.accessRights | info:eu-repo/semantics/openAccess | es |
dc.relation.publisherversion | https://doi.org/10.4018/JOEUC.20210301.oa4 | es |
dc.identifier.doi | 10.4018/JOEUC.20210301.oa4 | |
dc.identifier.essn | 1546-5012 | |
dc.journal.title | Journal of Organizational and End User Computing | en |
dc.volume.number | 33 | es |
dc.issue.number | 2 | es |
dc.page.initial | 59 | es |
dc.page.final | 84 | es |
dc.type.hasVersion | info:eu-repo/semantics/publishedVersion | es |
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