CoE GameCult publications

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2022

Macey, Joseph; Hamari, Juho

Gamblification: A Definition

In: New Media & Society, vol. Pre-print, 2022, ISSN: 1461-4448.

Journal article Open access

Abstract | Links | Tags: Consumption, Convergence, Decision-making, Digital games, Digital media, Gamblification, Gambling, Gamification, Loot boxes, Video games

2021

Macey, Joseph

A Whole New Ball Game: The Growing Prevalence of Video Game-Related Gambling

2021, ISBN: 978-952-03-2190-1.

Doctoral thesis Open access

Abstract | Links | Tags: Addiction, Betting, Cognitive bias, Consumption, Convergence, Digital media, Electronic sports, Free-to-play, Gamblification, Gambling, Gamification, Gaming, Loot boxes, MSSC, Problem gambling, Skins gambling, Video games, Virtual goods

2019

Tyni, Heikki; Sotamaa, Olli

Game Retail and Crowdfunding

In: Herbert, Daniel; Johnson, Derek (Ed.): Point of Sale: Analyzing Media Retail, pp. 75-90, Rutgers University Press, 2019, ISBN: 978-0813595528.

Book chapter

Tags: Consumption, Crowdfunding, Fan practices, Game culture, Game retail