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
Parents
424
Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study
Douglas A. Gentile, Hyekyung Choo, Albert K. Liau et al. · PEDIATRICS · 2011 · 1.3K citations
Orientations to Video Games Among Gender and Age Groups
Bradley S. Greenberg, John F. Sherry, Kenneth A. Lachlan et al. · Simulation & Gaming · 2008 · 403 citations
1–5 of 424
1.1K
11
h-index
King Fahd University of Petroleum and Minerals, Saudi Arabia
9 publications · 469 citations
9
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9
h-index
8
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6
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1–5 of 1.1K
560

Tampere University
Tampere, Finland
15 h-index
33 publications
3.8K citations

University of Turku
Turku, Finland
9 h-index
11 publications
1.1K citations

The University of Sydney
Sydney, Australia
8 h-index
12 publications
444 citations

University of Auckland
Auckland, New Zealand
8 h-index
13 publications
568 citations

Universiti Teknologi Petronas
Ipoh, Malaysia
8 h-index
10 publications
542 citations
University of Florida
Gainesville, United States
7 h-index
10 publications
353 citations

Manchester Metropolitan University
Manchester, United Kingdom
6 h-index
6 publications
213 citations
Ohio University
Athens, United States
6 h-index
6 publications
450 citations
1–8 of 560
19 publications · 1.9K citations
18
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16 publications · 2K citations
15
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10 publications · 703 citations
10
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9 publications · 479 citations
9
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9 publications · 201 citations
9
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1–5