Personal and Ubiquitous Computing
Information Systems Research
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
The social side of gaming: a study of interaction patterns in a massively multiplayer online game
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Replaying history: learning world history through playing "civilization iii"
Replaying history: learning world history through playing "civilization iii"
Consumer behavior in the Italian mobile telecommunication market
Telecommunications Policy
Behaviour & Information Technology
Current and future European regulation of electronic communications: A critical assessment
Telecommunications Policy
Consumer sovereignty: New boundaries for telecommunications and broadband access
Telecommunications Policy
New Tech, New Ties: How Mobile Communication Is Reshaping Social Cohesion
New Tech, New Ties: How Mobile Communication Is Reshaping Social Cohesion
Mobile service innovation: A European failure
Telecommunications Policy
Editorial: Services, regulation and the changing structure of mobile telecommunication markets
Telecommunications Policy
Mobile gaming: Industry challenges and policy implications
Telecommunications Policy
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Significant growth in mobile media consumption has prompted a call to better understand the socio-cultural and policy dimensions of consumer choices. Contrary to industry and technology led analysis, this study argues that to guide consumer choice and innovation via regulatory policies requires an understanding of both ex-ante as well as in ex-post consumption conditions. This study examines mobile phone gaming to uncover how consumer anti-choice shapes decision-making as a framework for closely interrogating the ways in which policy concerns impact on consumers' behavior. Through eleven focus groups (n=62), the study empirically identifies voluntary, intentional, and positive consumer anti-choice behaviors all of which impact policy initiatives when consumers, both gamers and non-gamers, self-regulate their behaviors. Findings point to four types of policy implication: regulating the self-regulated, understanding anti-choice, boundary-setting and including the self-excluded.