2013
DOI: 10.1016/j.entcom.2013.05.002
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Players of facebook games and how they play

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Cited by 39 publications
(32 citation statements)
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References 29 publications
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“…Further, the constructs, status seeking and information seeking have a direct influence on continuance intention. These findings were supported by the studies of Li et al (2015), Mäntymäki and Riemer (2014) and Wohn and Lee (2013) with Pentina et al (2014) indicating that 34.6% of the variance in sharing experience is explained by status seeking and information seeking.…”
Section: A C C E P T E D Accepted Manuscriptsupporting
confidence: 76%
See 1 more Smart Citation
“…Further, the constructs, status seeking and information seeking have a direct influence on continuance intention. These findings were supported by the studies of Li et al (2015), Mäntymäki and Riemer (2014) and Wohn and Lee (2013) with Pentina et al (2014) indicating that 34.6% of the variance in sharing experience is explained by status seeking and information seeking.…”
Section: A C C E P T E D Accepted Manuscriptsupporting
confidence: 76%
“…On the other hand, based on Wohn and Lee (2013), people develop expected outcomes primarily from observing other people, but after an individual decides to use the medium, their personal usage experience feeds back to reshape their expected outcomes.…”
Section: Uses and Gratifications Theory And Research Modelmentioning
confidence: 99%
“…Similarly, there is a smaller but growing academic literature that considers casual and social gaming and gender more specifically. For example, Wohn and Lee (2013) examine gendered play practices in social games and note that gifting and space customisation practices are practiced more commonly amongst women than men. Similarly, they note that women play 'to cope' more frequently than men.…”
Section: Discussionmentioning
confidence: 99%
“…Social games play a multitude of functions according to a range of different factors within people's everyday lives. The ways in which they do so vary according to individual life situations and needs (Wohn and Lee 2013).…”
Section: Introductionmentioning
confidence: 99%
“…Purchasing virtual goods is increasingly becoming a common feature of virtual worlds and online games [3,9,16,24]. The global virtual goods market has been rapidly growing: one market report estimated that the global market value of virtual goods was $14.8 billion in 2012 and would increase at an annual growth rate of 12.5% to 2016 [6].…”
Section: Introductionmentioning
confidence: 99%