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Just Published - Online and Mobile Gaming

Guest Editors

Yuri Seo, The University of Auckland ([email protected])
Rebecca Dolan, The University of Auckland ([email protected])
Margo Buchanan-Oliver, The University of Auckland ([email protected])

Motivation and Aim of the Special Issue

Computer games are the present and the future of global entertainment industry. They consistently generate more revenue than the movie and music industries, and have established themselves as ubiquitous symbols of popular culture. Recent technological developments are changing the ways in which consumers are able to interact with computer games as individuals (e.g., gamers, parents, and children) and/or as collectives (e.g., communities, networks, and subcultures). In particular, with greater connectivity and processing power brought about by the proliferation of online and mobile technologies, we have witnessed the emergence of newer forms of computer games (e.g., advergames, AR games, and social media games) as well as gaming practices (e.g., social gaming, hard-core gaming, and eSports).  It is not surprising, therefore, that the issues concerning how computer games consumption is changing in light of these technological developments has 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 Sjoblom, 2017) among others.

The aim of this special issue of to deepen and broader the current understanding of how online and mobile technologies augment computer gaming consumption and experiences. We welcome submissions from different disciplinary backgrounds such as sociology, psychology, media studies, information systems and marketing, among others. Interdisciplinary papers are particularly welcome. All theoretical and methodological approaches are equally appreciated.

Table of Contents

Panel report: the dark side of the digitization of the individual
Ofir Turel, Christian Matt, Manuel Trenz, Christy M.K. Cheung, John D’Arcy* Hamed Qahri-Saremi* Monideepa Tarafdar* (*In alphabetical order)

Guest editorial
Playing games: advancing research on online and mobile gaming consumption
Yuri Seo, Rebecca Dolan, Margo Buchanan-Oliver

Explaining user experience in mobile gaming applications: an fsQCA approach
Ilias O. Pappas, Patrick Mikalef, Michail N. Giannakos, Panos E. Kourouthanassis

Affective value of game items: a mood management and selective exposure approach
Joonheui Bae, Sang Jin Kim, Kyung Hoon Kim, Dong-Mo Koo

Perceived CSR initiatives and intention to purchase game items: The motivational mechanism of self-esteem and compassion
Joonheui Bae, Hyun-Hee Park, Dong-Mo Koo

How do avatar attractiveness and customization impact online gamers’ flow and loyalty?
Gen-Yih Liao, T.C.E. Cheng, Ching-I Teng

Characters’ persuasion effects in advergaming: Role of brand trust, product involvement, and trust propensity
Yung Kyun Choi

Loneliness, regulatory focus, inter-personal competence, and online game addiction: A moderated mediation model

Ji-yeon Lee, Dong Woo Ko, Hyemin Lee