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Towards an understanding of the motivations to play games on smartphones

conference contribution
posted on 2024-10-31, 16:52 authored by Brian Mccauley, Foula KopanidisFoula Kopanidis, Francis FarrellyFrancis Farrelly
Smartphones are rapidly becoming ubiquitous personal items that continue to evolve and shape our consumption experiences through the applications (apps) used on them, almost half of which are games. The mobile game 'Angry Birds' has been downloaded over one billion times. These consumption patterns continue to define what is fast becoming an 'emerging ludic society' (Kallio, Mäyrä, & Kaipainen, 2011) and implications for marketers lie in the growing area of gamification (Deterding, Dixon, & Khaled, 2011). Video gaming is now a social norm (Kallio et al., 2011; Mäyrä, 2008). This research seeks to fill a gap in the consumer behaviour literature by providing a conceptual model to explain motivation as the antecedents of play on smartphones. Since the continuing cultural penetration of video games is inevitable, employing new theoretical models and empirically exploring these domains becomes ever more important in order to inform more effective health and education interventions as well as advancing the basic science of humans at play (Przybylski, Rigby, & Ryan, 2010).

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Start page

287

End page

289

Total pages

3

Outlet

Proceedings of the16th Biennial World Marketing Congress Volume XVI

Editors

Colin Campbell, Junzhao (Jonathon) Ma

Name of conference

Looking Forward, Looking Back: Drawing on the Past to Shape the Future of Marketing

Publisher

Academy of Marketing Science

Place published

Louisiana, United States

Start date

2013-07-17

End date

2013-07-20

Language

English

Copyright

© 2013 Academy of Marketing Science

Former Identifier

2006041064

Esploro creation date

2020-06-22

Fedora creation date

2013-10-14

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