Showing 1 - 10 of 12
Selling virtual goods for real money is an increasingly popular revenue model for massively-multiplayer online games (MMOs), social networking sites (SNSs) and other online hangouts. In this paper, we argue that the marketing of virtual goods currently falls short of what it could be. Game...
Persistent link: https://www.econbiz.de/10011894261
Game assets such as characters, currencies and items are increasingly being traded for real money. Game operators have reacted in various ways: some attempt to curtail the trade, while others encourage it. A growing number are getting involved in the trade themselves. In this paper I develop a...
Persistent link: https://www.econbiz.de/10014210180
Millions of people are spending time and money on virtual goods: clothes for their characters in online hangouts, weapons for their fighters in massively-multiplayer games, and presents for their friends in social networking platforms. In this dissertation, I locate virtual goods as the latest...
Persistent link: https://www.econbiz.de/10014193925
Selling virtual items for real money is increasingly being used as a revenue model in games and other online services. To some parents and authorities, this has been a shock: previously innocuous ‘consumption games’ suddenly seem to be enticing players into giving away their money for...
Persistent link: https://www.econbiz.de/10014193927
Persistent link: https://www.econbiz.de/10011521721
Persistent link: https://www.econbiz.de/10012133938
Persistent link: https://www.econbiz.de/10011861199
Persistent link: https://www.econbiz.de/10011861241
Persistent link: https://www.econbiz.de/10012609337
Persistent link: https://www.econbiz.de/10011428742