"Core oder Casual?" : a quantitative survey on usage and gaming history of social gamers. - In: Proceedings, (2012), S. 74
Funding 2.0: a quantitative study on motivations to support crowd funded projects. - In: Proceedings, (2012), S. 53-54
Neue Medien - neue Wertschöpfung - neue Unternehmen? : eine theoretische Betrachtung medialer Potenziale für den Entrepreneurship-Prozess. - In: Wertschöpfung durch Medien im Wandel, (2012), S. 321-336
http://dx.doi.org/10.5771/9783845236940
"Entertainment for retirement?": silvergamers and the Internet. - Online-Ressource (PDF-Datei: 10 S., 318,5 KB)Online-Ausg.: Public communication review. - Broadway, N.S.W. : UTSePress. - ISSN 1837-0667. - Bd. 2.2012, 2, S. 62-71
In recent years, Internet video gaming has grown exponentially amongst a non-traditional and non-targeted group of gamers: those over 50 years of age. In the United States alone, elderly gamers have grown from nine percent of all gamers in 1999 to over 25 percent of all gamers as of 2009. The current study specifically examines elderly peoples' usage behaviors with Internet-based video games. Such participation has been aided by the fact that games are social in nature and are accessible in terms ownership and operation. The process of becoming an Internet gamer therefore requires little more than a simple computer, an Internet connection, and a desire to be entertained. Results show that so-called "silvergamers" prefer casual games as opposed to more complex and persistent games. In addition, this paper raises further insights into their behaviour as users, including usage time and expenses for game usage, and situates them within the context of elderly gamers as an economic potential group to be targeted more.
http://www.db-thueringen.de/servlets/DocumentServlet?id=21506
Computerspiele für Millionen: Gratifikationen und Motivation in Online- und Browser-Games. - In: Unterhaltung in neuen Medien, (2012), S. 252-269
Literaturangaben
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http://dx.doi.org/10.1089/cyber.2011.0311
"Me, myself and my Avatar?" - cultural differences of character attachment and usage motivation in MMORPGs. - In: 13th General Online Research Conference, (2011), S. 61-62
"What a girl wants" - female playing patterns in Internet-based games. - In: 13th General Online Research Conference, (2011), S. 61
MUsE - a framework for reception-based gaming research : including prototype results for browser-based games. - Online-Ressource (PDF-Datei: 9 S., 681,7 KB)Online-Ausg.: Think design play: the fifth international conference of the Digital Research Association (DIGRA), Hilversum, the Netherlands: DiGRA/Utrecht School of the Arts, September, 2011
http://www.db-thueringen.de/servlets/DocumentServlet?id=21227
Medieninnovationen als Forschungsfeld. - In: Medieninnovationen, (2011), S. 11-21