Cited by 279Digital Games and MediaEducational Games and GamificationGambling Behavior and Treatments

Why do players buy in-game content? An empirical study on concrete purchase motivations

Open access
Hamari, Juho, Alha, Kati, Järvelä, Simo, Kivikangas, J. Matias, Koivisto, Jonna, Paavilainen, Janne·2017·Computers in Human Behavior

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Crossref · 10.1016/j.chb.2016.11.045

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Authors
Hamari, J., Alha, K., Järvelä, S., Kivikangas, J. M., Koivisto, J., & Paavilainen, J.
Affiliations
  • University of Turku (FI)
  • Tampere University (FI)
  • Aalto University (FI)
Corresponding author
Hamari, Juho
Venue
Computers in Human Behavior
Publisher
Elsevier BV
Published
2017-03
Volume
68
Pages
538-546
ISSN
0747-5632 (ISSN-L)
OpenAlex
W2564290053
Cited by
279
References
1
Citations by year
2026: 29 · 2025: 42 · 2024: 45 · 2023: 23 · 2022: 33 · 2021: 29 · 2020: 21 · 2019: 31 · 2018: 15 · 2017: 10 · 2016: 1
FWCI
49.22
Type
journal article
Language
en
Open access
Locations
  • Computers in Human Behavior (publishedVersion)
  • Tampere University Institutional Repository (Tampere University) (submittedVersion, cc-by-nc-nd)
Funders
Finnish Funding Agency for Innovation (TEKES) (40134/13, 40111/14, 40107/14)
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Psychology › Clinical Psychology › Gambling Behavior and Treatments
Keywords
consumer motivation, free-to-play games, game design, in-game purchases, social interaction, competition

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