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Wzrost popularności gier typu “Second Life” przyczynił się nie tylko do znacznych przemian w rozwoju branży rozrywki elektronicznej. Upowszechnianie Games 2.0, nowego nurtu produkcji gier wideo które z założenia mają stanowić wirtualne światy zawierające treści tworzone przez...
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In measuring player's perception of computer games, there are many approaches that could be utilized. The usage of questionnaires, player observation, abstract models, and other approaches have been utilized over the years in this problem domain. Though the traditional approaches have been used...
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Manuscript type: Research Paper. Research Aims: The Freemium business model is becoming increasingly prominent in the current digital economy. In the mobile game market, total revenue from free to download apps is overtaking those from paid apps. The purpose of this article is to propose a...
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Many mobile app providers offer their apps for free and base their business models on user engagement. However, declining app usage over time threatens user engagement and the ability of apps to create business value. To keep users engaged, app providers use gamification, i.e., they link their...
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The European Online Games, Social Media and Mobile Application sector has grown substantially in recent years and children are exposed to increasingly sophisticated marketing techniques online which are often outside the purview of existing regulatory frameworks. This study aims to provide a...
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The world game industry, especially the mobile game market, has grown rapidly in recent years. One of the interesting characteristics of mobile game performance is that its lifetime is remarkably short compared to that of online games and most downloads are peaked in the early period of the...
Persistent link: https://www.econbiz.de/10011990491