Why do people play games? A meta-analysis

Juho Hamari, Lauri Keronen

    Tutkimustuotos: Katsausartikkelivertaisarvioitu

    126 Sitaatiot (Scopus)

    Abstrakti

    During the last decade games have arguably become the largest form of leisure information systems (IS). However, today games are also increasingly being employed for a variety of instrumental purposes. Although games have garnered a substantial amount of research attention during the last decade, research literature is scattered and there is still a lack of a clear and reliable understanding of why games are being used, and how they are placed in the established utilitarian-hedonic continuum of information systems. To address this gap, we conducted a meta-analysis of the quantitative body of literature that has examined the reasons for using games (48 studies). Additionally, we compared the findings across games that are intended for either leisure or instrumental use. Even though games are generally regarded as a pinnacle form of hedonically-oriented ISs, our results show that enjoyment and usefulness are equally important determinants for using them (though their definitive role varies between game types). Therefore, it can be posited that games are multi-purpose ISs which nevertheless rely on hedonic factors, even in the pursuit of instrumental outcomes. The present study contributes to and advances our theoretical and empirical understanding of multi-purpose ISs and the ways in which they are used.

    AlkuperäiskieliEnglanti
    Sivut125-141
    Sivumäärä17
    JulkaisuInternational Journal of Information Management
    Vuosikerta37
    Numero3
    DOI - pysyväislinkit
    TilaJulkaistu - 2017
    OKM-julkaisutyyppiA2 Katsausartikkeli tieteellisessä aikakauslehdessä

    Tutkimusalat

    • Games
    • Gamification
    • Meta-analysis
    • Meta-sem
    • Multi-purposed information systems
    • Technology acceptance

    Julkaisufoorumi-taso

    • Jufo-taso 2

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