The Impact of an Augmented-Reality Game on Local Businesses: A Study of Pokémon Go on Restaurants
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DOI: 10.1287/isre.2021.1004
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Cited by:
- Yipu Deng & Jinyang Zheng & Warut Khern-am-nuai & Karthik Kannan, 2022. "More than the Quantity: The Value of Editorial Reviews for a User-Generated Content Platform," Management Science, INFORMS, vol. 68(9), pages 6865-6888, September.
- Kaichen Zhang & Zixuan Yuan & Hui Xiong, 2023. "The Impact of Generative Artificial Intelligence on Market Equilibrium: Evidence from a Natural Experiment," Papers 2311.07071, arXiv.org, revised Oct 2024.
- Muhammad Zia Hydari & Idris Adjerid & Aaron D. Striegel, 2023.
"Health Wearables, Gamification, and Healthful Activity,"
Management Science, INFORMS, vol. 69(7), pages 3920-3938, July.
- Muhammad Zia Hydari & Idris Adjerid & Aaron D. Striegel, 2023. "Health Wearables, Gamification, and Healthful Activity," Papers 2301.02767, arXiv.org.
- Lubart, Allan & Capelli, Sonia, 2024. "Gamification of the point of sale using hybrid-reality games: Non-players' negative influence on players' service experience," Technological Forecasting and Social Change, Elsevier, vol. 203(C).
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Keywords
Pokemon Go; augmented reality; hedonic utility; natural experiment; economics of IS;All these keywords.
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