TUTCRIS - Tampereen teknillinen yliopisto

TUTCRIS

Why do people play games? A meta-analysis

Tutkimustuotos: Katsausartikkelivertaisarvioitu

Standard

Why do people play games? A meta-analysis. / Hamari, Juho; Keronen, Lauri.

julkaisussa: International Journal of Information Management, Vuosikerta 37, Nro 3, 01.06.2017, s. 125-141.

Tutkimustuotos: Katsausartikkelivertaisarvioitu

Harvard

Hamari, J & Keronen, L 2017, 'Why do people play games? A meta-analysis', International Journal of Information Management, Vuosikerta. 37, Nro 3, Sivut 125-141. https://doi.org/10.1016/j.ijinfomgt.2017.01.006

APA

Hamari, J., & Keronen, L. (2017). Why do people play games? A meta-analysis. International Journal of Information Management, 37(3), 125-141. https://doi.org/10.1016/j.ijinfomgt.2017.01.006

Vancouver

Hamari J, Keronen L. Why do people play games? A meta-analysis. International Journal of Information Management. 2017 kesä 1;37(3):125-141. https://doi.org/10.1016/j.ijinfomgt.2017.01.006

Author

Hamari, Juho ; Keronen, Lauri. / Why do people play games? A meta-analysis. Julkaisussa: International Journal of Information Management. 2017 ; Vuosikerta 37, Nro 3. Sivut 125-141.

Bibtex - Lataa

@article{96a903ffbd00459882fe2da3c5afb4b8,
title = "Why do people play games? A meta-analysis",
abstract = "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.",
keywords = "Games, Gamification, Meta-analysis, Meta-sem, Multi-purposed information systems, Technology acceptance",
author = "Juho Hamari and Lauri Keronen",
year = "2017",
month = "6",
day = "1",
doi = "10.1016/j.ijinfomgt.2017.01.006",
language = "English",
volume = "37",
pages = "125--141",
journal = "International Journal of Information Management",
issn = "0268-4012",
publisher = "Elsevier",
number = "3",

}

RIS (suitable for import to EndNote) - Lataa

TY - JOUR

T1 - Why do people play games? A meta-analysis

AU - Hamari, Juho

AU - Keronen, Lauri

PY - 2017/6/1

Y1 - 2017/6/1

N2 - 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.

AB - 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.

KW - Games

KW - Gamification

KW - Meta-analysis

KW - Meta-sem

KW - Multi-purposed information systems

KW - Technology acceptance

U2 - 10.1016/j.ijinfomgt.2017.01.006

DO - 10.1016/j.ijinfomgt.2017.01.006

M3 - Review Article

VL - 37

SP - 125

EP - 141

JO - International Journal of Information Management

JF - International Journal of Information Management

SN - 0268-4012

IS - 3

ER -