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The Monetary Value of Virtual Goods: An Exploratory Study in MMORPGs

Qiu-Hong Wang, Viktor Mayer-Schonberger
2010 2010 43rd Hawaii International Conference on System Sciences  
This study investigates the monetary value of time spent in virtual worlds in the context of 24 most popular MMORPGs.  ...  As a result, the values for these commodities can bear a strong relationship to the amount of time required to make them" -- (Malaby 2006)  ...  Acknowledgement We thank Professor Ivan Png for financial support and helpful advice. References  ... 
doi:10.1109/hicss.2010.388 dblp:conf/hicss/WangM10 fatcat:e2iss5tzhzb23anwkeb4ej4g7e

The Role of Virtual Communities in Gambling and Gaming Behaviors: A Systematic Review

Anu Sirola, Nina Savela, Iina Savolainen, Markus Kaakinen, Atte Oksanen
2020 Journal of Gambling Studies  
The Internet provides a variety of virtual communities for gamblers and gamers, but comprehensive research on these communities and their relevance in gambling and monetary gaming behaviors remains scarce  ...  being an essential part of the gaming experience.  ...  In other words, if committed to teamwork play, purchasing virtual items are for the community's good and not solely for the individual's.  ... 
doi:10.1007/s10899-020-09946-1 pmid:32306232 fatcat:smgh6baqlnepxoey7uyxts4zca

Service Quality and Online Games: Moderating effect of Zone of Tolerance

Chanyoung Seo, Zixiu Guo
2014 Pacific Asia Conference on Information Systems  
This study proposes a behavioral consequence research model linking service quality, service value, satisfaction and behavioral intentions with a central focus on the moderating effect of Zone of Tolerance  ...  (ZOT), which serves as a standard for service evaluation by forming a cognitive boundary of satisfactory service, in the context of massively multiplayer online role-playing games.  ...  (Hirschman et al. 1982) Recent study in online service has empirically tested the interplay of perceived value with service quality, as an antecedent of satisfaction (Brady et al. 2005; .  ... 
dblp:conf/pacis/SeoG14 fatcat:begvgjxpyrdxppwrkr4laxh2ly

Exploring the eudaimonic game experience through purchasing functional and nonfunctional items in MMORPGs

Weisha Wang, Haiming Hang
2021 Psychology & Marketing  
While psychological need satisfaction obtained through purchasing virtual items to achieve hedonic game experience remains at the center of the debate, most of these studies neglect the eudaimonic game  ...  The consumption of virtual items and other forms of in-game content is rapidly increasing in the Massively Multiple Player Online Role-Playing Games market.  ...  | CONCEPTUAL BACKGROUND | Virtual items and MMORPGs Prior studies into in-game purchases examine the effects of various game platforms on which virtual goods are used (Hamari & Keronen, 2017) .  ... 
doi:10.1002/mar.21503 fatcat:lt6u3k5wfnfzxahe7idet66kqe

Internet Gaming Disorder

Chih-Hung Ko
2014 Current Addiction Report  
In this review, we focus on the literature supporting IGD as an addictive disorder. We review epidemiologic, neurocognitive, and brain imaging studies to provide suggestions for future studies.  ...  Finally, we recommend future studies to confirm the reliability and validity of the DSM-5 IGD criteria.  ...  A prospective study of subjects assigned to play an MMORPG for 1 month reported that as the number of hours spent playing the MMORPG increased, health and sleep quality decreased, and interference with  ... 
doi:10.1007/s40429-014-0030-y fatcat:3iqps6splzdepdxshx47iu6j3a

Online gaming addiction in children and adolescents: A review of empirical research

Daria J. Kuss, Mark D. Griffiths
2012 Journal of Behavioral Addictions  
Results: Empirical evidence comprising 30 studies indicates that for some adolescents, gaming addiction exists and that as the addiction develops, online gaming addicts spend increasing amounts of time  ...  identify empirical studies that assess online gaming addiction in children and adolescents, and (iii) to present and evaluate the findings against the background of related and established mental disorder  ...  Therefore, even the criterion of monetary involvement for pathological gambling appears to have a near equivalent in gaming addiction.  ... 
doi:10.1556/jba.1.2012.1.1 pmid:26166826 fatcat:wswvsmhof5grvc25ahfdzrcve4

Predicting Player Churn of a Free-to-Play Mobile Video Game Using Supervised Machine Learning

Kuzma Mustač, Krešimir Bačić, Lea Skorin-Kapov, Mirko Sužnjević
2022 Applied Sciences  
Studying and modeling player churn is, therefore, of the highest importance for game providers in this genre.  ...  The dataset on which the research is based is collected in cooperation with a European game developer and comprises over four years of player records of a game belonging to the multiple-choice storytelling  ...  Studies have shown that if a F2P game offers in-game purchases, the vast majority of players tends to spend no money, or a very small amount, on virtual goods inside the game [4] .  ... 
doi:10.3390/app12062795 fatcat:szp6i4folfga7pszsgdnpn5iz4

Predicting Video Game Addiction Through the Dimensions of Consumer Video Game Engagement: Quantitative and Cross-sectional Study

Amir Zaib Abbasi, Umair Rehman, Zahra Afaq, Mir Abdur Rafeh, Helmut Hlavacs, Mohammed A Mamun, Muhammad Umair Shah
2021 JMIR Serious Games  
Objective This study aims to empirically examine the impact of the dimensions of consumer video game engagement on video game addiction.  ...  Methods A two-step process was applied for data analysis on valid cases of 176 gamers aged 15-25 years: video game addiction was specified and validated as a reflective-formative construct, and hypothesis  ...  The findings of our study add value to the existing literature. The factors that lead to video gaming addiction can be empirically stated through the findings of this study.  ... 
doi:10.2196/30310 pmid:34842539 pmcid:PMC8665386 fatcat:4vsdapfz7jhc7ey67qi5zo5c3e

Gamification in education – practical solutions for educational courses

Katarzyna Skok
2016 Polish Journal of Applied Psychology  
The final part presents a detailed sample project for a gamified educational course.  ...  It proposes that – among classical solutions – a monetary schedule of reinforcement as well as a number of features based on the natural needs to cooperate and compete be included.  ...  Difficulties Designing the program mentioned above is not an easy task. Success depends on creating a good logical structure for the didactic material.  ... 
doi:10.1515/pjap-2015-0063 fatcat:jm3jlbp2yvbipnqfsrgoczzp6e

Modeling the efficacy of persuasive strategies for different gamer types in serious games for health

Rita Orji, Julita Vassileva, Regan L. Mandryk
2014 User modeling and user-adapted interaction  
In an attempt to resolve this weakness, we conducted a large-scale study on 1,108 gamers to examine the persuasiveness of ten PT strategies that are commonly employed in persuasive game design, and the  ...  Studies of gameplay motivation have shown that this is a bad approach because a motivational approach that works for one individual may actually demotivate behavior in others.  ...  Acknowledgments The first author of this paper is being sponsored by the Natural Sciences and Engineering Research Council of Canada (NSERC) Vanier Graduate Scholarship.  ... 
doi:10.1007/s11257-014-9149-8 fatcat:op27v6czzzb2zgh6ny6y4mg5ya

Science 2.0 (change will happen….)

Jean-Claude Burgelman, David Osimo, Marc Bogdanowicz
2010 First Monday  
The mission of the IPTS is to provide customer-driven support to the EU policy-making process by researching science-based responses to policy challenges that have both a socio-economic and a scientific  ...  content samples which can afterwards be monetized. 234 Differently from other creative content goods, the provision of MMORPGs and virtual worlds presents important marginal costs as a consequence of  ...  success of Sony's EverQuest at the implementation of Station Exchange, a virtual marketplace for the exchange of virtual goods (in spite of initial complaints from gamer communities) might constitute  ... 
doi:10.5210/fm.v15i7.2961 fatcat:2s6bx2pldnftlmdyjrp3ggi7we

Building tribal communities in the collaborative economy: an innovation framework

Stuart J. Barnes, Jan Mattsson
2016 Prometheus  
This study examines the nature and development of a variety of collaborative consumption businesses; in particular, we explore how start-up entrepreneurs see the problems of creating a tribal community  ...  Collaborative consumption provides a model for a 'sharing economy' where the dominant logic of consumers is resource access rather than ownership.  ...  Section 3 outlines the methodology for the study, while the results are presented in section 4.  ... 
doi:10.1080/08109028.2017.1279875 fatcat:rtu5quywtjh2rmfqkl6idye6v4

Virtual experiments and environmental policy

Stephen M. Fiore, Glenn W. Harrison, Charles E. Hughes, E. Elisabet Rutström
2009 Journal of Environmental Economics and Management  
This should provide tools for policy analysis that combine the inferential power of replicable experimental treatments with the natural "look and feel" of a field domain.  ...  The methodological objective of virtual experiments is to bridge the gap between the artefactual controls of laboratory experiments and the naturalistic domain of field experiments or direct field studies  ...  We develop that step of the argument in Section 1, since it generates a derived demand for virtual experiments.  ... 
doi:10.1016/j.jeem.2008.08.002 fatcat:axze2sst75c4zlzuzzazrl7ojq

Why Do Some Users Become Enticed to Cheating in Competitive Online Games? An Empirical Study of Cheating Focused on Competitive Motivation, Self-Esteem, and Aggression

Sung Je Lee, Eui Jun Jeong, Dae Young Lee, Gyoung Mo Kim
2021 Frontiers in Psychology  
The practical implications of these study results were discussed.  ...  ., competitive motivation, self-esteem, and aggression), which has been reported to be primarily related to cheating in sports, this paper presents a study that empirically examined the associations between  ...  First, this was a cross-sectional study in which the causalities between cheating and influencing factors could not be determined.  ... 
doi:10.3389/fpsyg.2021.768825 pmid:34912274 pmcid:PMC8666630 fatcat:ybso4cgnufb7xdf54abgo6yv34

The Play's the Thing: A Theory of Taxing Virtual Worlds

Bryan T. Camp
2007 Social Science Research Network  
value of an identical set of goods or services in a closed system.  ...  for non-monetary reasons; others want to make a buck.  ... 
doi:10.2139/ssrn.980693 fatcat:qfkv3a5p7vhybcg3ijichs6tui
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