Why do people play games? A meta-analysisJuho Hamari, Lauri Keronen2017-01-23reviewInternational Journal of Information Management359 citationsclosedNo readable copy stored yet — this record is metadata only.Educational Games and GamificationTechnology Adoption and User BehaviourDigital Games and MediaAbstractNo abstract was published for this record.Citations in this libraryStored only when both papers are in the corpus — 359 citations exist upstream.References1999Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives1991The theory of planned behavior1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology2002Quantifying heterogeneity in a meta‐analysis1980Understanding Attitudes and Predicting Social Behavior1989User Acceptance of Computer Technology: A Comparison of Two Theoretical Models1990Flow: the psychology of optimal experience1988Statistical Methods for Meta-AnalysisCited by2018Social motivations of live-streaming viewer engagement on Twitch2019The effect of characteristics of source credibility on consumer behaviour: A meta-analysis2020Does gamification affect brand engagement and equity? A study in online brand communities2020Can gamification help to improve education? Findings from a longitudinal study2018Gamification and serious games: A literature meta-analysis and integrative model2017How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game2018The effects of gamified customer benefits and characteristics on behavioral engagement and purchase: Evidence from mobile exercise application uses2021Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review