Gaming Consumption

Gaming Consumption is a scholarly construct within the domain of audience consumption that specifically denotes the systematic engagement with and utilization of digital games as media products, distinguished by its focus on players' interactive behaviors, motivational drivers, and value extraction in ludic contexts.

424

Publications

25.8K

Citations

1.1K

Authors

560

Institutions

Publications per year

2017–2026

208

Authors

1.1K

  1. JH
    Juho Hamari

    Tampere University, Finland

    11 publications · 1.4K citations

    11

    h-index

  2. AZ
    Amir Zaib Abbasi

    King Fahd University of Petroleum and Minerals, Saudi Arabia

    9 publications · 469 citations

    9

    h-index

  3. JM
    Joseph Macey

    Tampere University, Finland

    9 publications · 1.1K citations

    9

    h-index

  4. DH
    Ding Hooi Ting

    Universiti Teknologi Petronas, Malaysia

    8 publications · 454 citations

    8

    h-index

  5. MR
    Mark R. Johnson

    The University of Sydney, Australia

    6 publications · 376 citations

    6

    h-index

1–5 of 1.1K

Venues

  1. Games and Culture

    19 publications · 1.9K citations

    18

    h-index

  2. Computers in Human Behavior

    16 publications · 2K citations

    15

    h-index

  3. New Media & Society

    10 publications · 703 citations

    10

    h-index

  4. 9

    h-index

  5. 9

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1–5