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Examining the antecedents and consequences of addiction to mobile games: an empirical study
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- Published: 18 December 2022
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- Sheshadri Chatterjee ORCID: orcid.org/0000-0003-1075-5549 1 ,
- Ranjan Chaudhuri 2 &
- Demetris Vrontis 3
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Mobile games are video games that are typically played on any portable devices including mobile phones, such as feature phones or smartphones; tablets; personal digital assistants, which are able to handle game consoles; and portable media players with internet connectivity. Increasingly, people are becoming addicted to such mobile gaming. Not many studies are available that have investigated the factors responsible for such addiction, especially social influence and motivation aspects. There is a huge interest among practitioners, researchers, and academicians to understand the antecedents and consequences of people’s addiction to mobile games. Therefore, the aim of this study is to investigate the antecedents and consequences of addiction to mobile games. With the help of social exchange theory, social networking theory, motivational theory and technology acceptance model, a theoretical model has been proposed, which is subsequently validated using partial least squares structural equation modelling on the feedback from 322 respondents who are mobile game players. The study finds that social influence has a significant positive impact on both hedonic and utilitarian attitudes of people towards playing mobile games. With different factors influencing them to play mobile games frequently, these players eventually become addicted to mobile games.
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Sheshadri Chatterjee
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Chatterjee, S., Chaudhuri, R. & Vrontis, D. Examining the antecedents and consequences of addiction to mobile games: an empirical study. Inf Syst E-Bus Manage (2022). https://doi.org/10.1007/s10257-022-00614-y
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DOI : https://doi.org/10.1007/s10257-022-00614-y
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With the universal use of mobile computing devices, there has been a notable increase in the number of mobile applications developed for educational purposes. Gamification strategies offer a new set of tools to educators and, combined with the location services provided by those devices, allow the creation of innovative location-based mobile learning experiences. In this literature review, we ...
International Science, Technology, Engineering, Agri-Fisheries, and Mathematics (STEAM) research congress that was held last August 2018 at the Summit Hotel, Tacloban City, Philippines for the paper entitled "Canonical Correlation Analysis on Instructional Quality and Academic Satisfaction of College Students in. EVSU".
The subject of the thesis is to discover. the motivations drive the players to participate the mobile game design. The thesis aims to. propose a new model and encourage future research and businesses to explore the potential. of players. The chapter ends with the structure of the thesis, which briefly lists the.
bile game. It aims to understand the consumer and its perceptions, the optimal marketing mix, and the most efficient way of launching a mobile game. All of this is applied in a real world setting, using the up-and-coming mobile gaming company Boomlagoon as an exam-ple. The marketing mix, consumer decision making process, lean startup method, and
2015 John Wiley & Sons, Inc. Published 2015 by John Wiley & Sons, Inc. DOI: 10.1002/9781118290743.wbiedcs014. diferences in mobile operators' services. The distribution of handheld video games through sales in retail stores is also very diferent from the distribution of mobile phone games, which either come preinstalled to the handset, or are ...
This chapter consists an introduction of the thesis, its purpose and research questions. ... mobile games is increasing its ranking and where people look for the mobile games, the answer is apps store where 50.2 percent of phone users access. Moreover, 33.1 percent
Mobile Games Dissertation - Download as a PDF or view online for free. ... 40227654 1 By Gilbert Giovanni Widjaja August, 2016 Thesis submitted in partial fulfilment of the Degree of Master of Science In Business Management (Entrepreneurship) ... 8 Chapter 1: Introduction ...
An Empirical Study on the Influence of Mobile Games and Mobile Devices for Contemporary Students' Education and Learning Behavior January 2022 Journal of Organizational and End User Computing 34(8 ...
CHAPTER 1 BACKGROUND OF THE STUDY INTRODUCTION Technology is a knowledge or set of tools that helps make things easier or resolve problems. [1] The role and impact of technology in both personal and working lives is growing. Understanding how people shape technology shapes people interaction with each other. The natural world is important not only for those people and organization that are ...
Download Free PDF. View PDF. Chapter 1 Introduction Background of the study An online game is a video game that is either partially or primarily played through the internet or any other computer network available. Online games are ubiquitous on modern gaming platforms, including PCs, consoles, and mobile devices, and span many genres including ...
1 Introduction This master's thesis describes the process of building a mobile Graphic Adventure game targeted to help students of foreign languages to practice and learn their lan-guage of study. 1.1 Background Nowadays, due to the globalization, learning foreign languages has become a regular topic for students in general.
Mobile games are video games that are typically played on any portable devices including mobile phones, such as feature phones or smartphones; tablets; personal digital assistants, which are able to handle game consoles; and portable media players with internet connectivity. Increasingly, people are becoming addicted to such mobile gaming. Not many studies are available that have investigated ...
mobile games got 65 or 65% are 2 hours below, while the remaining 28 or 28% belong to 3 hours to 6 hours and 7 or 7% belongs to the 7 hours and above. Most of the respondents spent 2 hours of playing mobile games. In the year 2020, almost 70% of the sample spent more than 2 hours per day on the internet, and roughly 30% spent
I. INTRODUCTION Background and Context The rapid spread of mobile technology in recent years has significantly altered many facets of our lives, ... 53% of participants said they spent 0-2 hours per week playing mobile games. 26.7% played games for 3 to 5 hours. 13.3% of the time was spent playing.
gacha games. Then revenue of mobile gacha games from various companies will be assessed, to prove how popular and profitable the gacha game industry is. Mobile gacha games analysis: This is the main part of the thesis. To answer previous research questions, various mobile gacha games will be looked into, they are play tested and analyze similar
Online video games are video games played online via a mobile device, and are particularly popular when downloaded for free (e.g., "freemium game" - games played for free and where customers can pay for extra features), and can be single-player or multiplayer games (Su, Chiang, Lee, & Chang, 2016).
As the questions were quite difficult to answer, the idea of the thesis appeared. The main goal of the thesis is to provide better understanding about mobile game monetization, define its strategies and mechanics, and study how different monetization models work in the mobile games that use free-to-play strategy.