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Die Platzierung von Werbebotschaften in Video- und Computerspielen ist eine neue Werbemaßnahme, die Unternehmen zunehmend ergreifen, um Aufmerksamkeit bei den Konsumenten zu erregen. Der folgende Beitrag beschäftigt sich mit dem Markt der Video- und Computerspiele, zeigt die verschiedenen...
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This paper explores a unique new source of social valuation: a market for bodies. The internet hosts a number of large synthetic worlds which users can visit by piloting a computer-generated body, known as an avatar. Avatars can have an asset value, in that users can spend time to increase their...
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This study measures the extent of cross-border geo-blocking and the impact on product availability and pricing for three non-audio-visual digital media products (music, e-books and games) in the EU Digital Single Market. We find that cross-border access to online media stores is generally...
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The “freemium” model for digital goods involves selling a base version of the product for free, and making premium product features available to users only on payment. The success of the model is predicated on the ability to profitably convert free users to paying ones. Price promotions (or...
Persistent link: https://www.econbiz.de/10012065236
This paper offers a look at the Japanese mobile free to play market with a focus on "Gacha", a game of luck mechanism used in many Japanese games. The paper tries to explain about the concept of Gacha, its different forms, some known regulation issues and briefly looks at player and...
Persistent link: https://www.econbiz.de/10011756933