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    Playing games: advancing research on online and mobile gaming consumption

    Updated: Dec 23, 2019

    Computer games consistently generate more revenue than the movie and music industries and have become one of the most ubiquitous symbols of popular culture (Takahashi, 2018). Recent technological developments are changing the ways in which consumers are able to engage with computer games as individuals – adult gamers, parents and children (Christy and Kuncheva, 2018) – and as collectives, such as communities, networks and subcultures (Hamari and Sjöblom, 2017; Seo, 2016).

    In particular, with the proliferation of online and mobile technologies, we have witnessed the emergence of newer forms of both computer games themselves (e.g. advertising games (advergames), virtual and augmented reality games and social media games) (Rauschnabel et al., 2017) and of gaming practices (e.g. serious gaming, hardcore gaming and eSports) (Seo, 2016).

    It is, therefore, not surprising that the issues concerning the ways computer games consumption is changing in light of these technological developments have received much attention across diverse disciplines of social sciences, such as marketing (e.g. Seo et al., 2015), information systems (e.g. Liu et al., 2013), media studies (e.g. Giddings, 2016) and internet research (e.g. Hamari and Sjöblom, 2017).

    The purpose of this introductory paper to the special issue “Online and mobile gaming” is to chart future research directions that are relevant to a rapidly changing postmodern digital gaming landscape. https://www.emerald.com/insight/content/doi/10.1108/INTR-04-2019-542/full/html

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