What we know and do not know about video games as marketers: a review and synthesis of the literature


Akpınar A., TİLTAY M. A.

International Journal of Electronic Marketing and Retailing, cilt.15, sa.6, ss.733-766, 2024 (Scopus) identifier

  • Yayın Türü: Makale / Tam Makale
  • Cilt numarası: 15 Sayı: 6
  • Basım Tarihi: 2024
  • Doi Numarası: 10.1504/ijemr.2024.141829
  • Dergi Adı: International Journal of Electronic Marketing and Retailing
  • Derginin Tarandığı İndeksler: Scopus, Aerospace Database, Business Source Elite, Business Source Premier, Communication Abstracts, INSPEC, Metadex, Civil Engineering Abstracts
  • Sayfa Sayıları: ss.733-766
  • Anahtar Kelimeler: computer games, entertainment, literature review, VGI, video game industry, video games
  • Eskişehir Osmangazi Üniversitesi Adresli: Evet

Özet

The video game industry (VGI) has evolved considerably, transitioning from a niche market to a substantial sector. The VGI’s magnitude and the societal implications tied to video game consumption have naturally piqued the interest of scholars in marketing and consumer behaviour. This research serves a dual purpose: firstly, it consolidates existing VG literature by evaluating articles, concepts, and methodologies, systematically tracing their evolution; secondly, it outlines potential directions and implications for forthcoming research. Within this literature, a predominant focus lies on articles investigating purchase decisions concerning VGs, followed by those exploring the integration of video game consumption into broader social contexts. Notably, a limited number of articles delve into player-game interactions and experiences within gaming worlds. This imbalance can be attributed to the fact that such inquiries are often suited to psychology and multidisciplinary journals, while the marketing discipline has predominantly addressed the VGI from a marketing management standpoint.