Playing games: advancing research on online and mobile gaming consumption

[1]  Ludmila I. Kuncheva,et al.  Technological Advancements in Affective Gaming: A Historical Survey , 2014 .

[2]  Tomasz Oleksy,et al.  Catch them all and increase your place attachment! The role of location-based augmented reality games in changing people - place relations , 2017, Comput. Hum. Behav..

[3]  Yuri Seo,et al.  Professionalized consumption and identity transformations in the field of eSports , 2016 .

[4]  Seth Giddings,et al.  Pokémon GO as distributed imagination , 2017 .

[5]  Michael A. Gigante,et al.  Virtual Reality: Definitions, History and Applications , 1993, Virtual Reality Systems.

[6]  Radhika Santhanam,et al.  Digital Games and Beyond: What Happens When Players Compete , 2013, MIS Q..

[7]  Yuri Seo,et al.  Religion as a field of transcultural practices in multicultural marketplaces , 2017, Journal of business research.

[8]  D. Charles,et al.  Gaming for Health: Systematic Review and Meta‐analysis of the Physical and Cognitive Effects of Active Computer Gaming in Older Adults , 2017, Physical therapy.

[9]  Iis P. Tussyadiah,et al.  Virtual reality, presence, and attitude change: Empirical evidence from tourism , 2018, Tourism Management.

[10]  Ting-Jui Chou,et al.  The Role of Flow Experience in Cyber-Game Addiction , 2003, Cyberpsychology Behav. Soc. Netw..

[11]  Juho Hamari,et al.  What is eSports and why do people watch it? , 2017, Internet Res..

[12]  Thorsten Quandt,et al.  Psychosocial causes and consequences of online video game play , 2015, Comput. Hum. Behav..

[13]  K. Fam,et al.  Advancing research on computer game consumption: A future research agenda , 2015 .

[14]  Philipp A. Rauschnabel,et al.  An adoption framework for mobile augmented reality games: The case of Pokémon Go , 2017, Comput. Hum. Behav..

[15]  Jan Frölich,et al.  Computer game misuse and addiction of adolescents in a clinically referred study sample , 2016, Comput. Hum. Behav..

[16]  J. Wimmer,et al.  Games without Frontiers: A Framework for Analyzing Digital Game Cultures Comparatively , 2018, Media and Communication.