Co-Creating Value in Video Games: The Impact of Gender Identity and Motivations on Video Game Engagement and Purchase Intentions
When games were first developed for in-home use, they were primarily targeted almost exclusively at children and males. However, today’s marketplace manifests a more diverse population plays Internet-enabled games that can be played virtually anywhere. The average gamer is now 30 years old. Many gam...
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Format: | Others |
Language: | English |
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University of North Texas
2015
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Online Access: | https://digital.library.unt.edu/ark:/67531/metadc799485/ |