Cash Trade in Free-to-Play Online Games
Datos Bibliográficos
| ID | 3000228 |
|---|---|
| Autores | Holin Lin (0000-0001-6075-956X, National Taiwan University, autor de correspondencia), Holin Lin Holin Lin, Chuen-Tsai Sun (0000-0002-4757-9131, National Yang Ming Chiao Tung University) |
| Año | 2011 |
| Volumen | 6 |
| Número | 3 |
| Páginas | 270-287 |
| Fecha de publicación | 2011-05-01 |
| Peer Reviewed | Sí |
| Open Access | Sí |
| Tipo | ARTICLE |
| Revista | Games and Culture (JOURNAL) |
| Identificadores de la revista | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Editorial | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412010364981 |
| OpenAlex | W2135693853 |
| Idioma | EN |
| Citas recibidas | 19 |
| Referencias citadas | 2 |
The rapidly expanding ''free-to-play'' online game payment model represents a huge shift in digital game commercialization, with cash payments for virtual items increasingly recognized as central to ''free game'' participation. In this article, the authors look at implications of this trend for gameplay experiences (especially in terms of immersion, fairness, and fun) and describe a fundamental shift in player self-perceptions as consumers rather than members of a gaming community. This change is occurring at a time when the line separating game and physical worlds is becoming less distinct. The new business model entails a subtle but significant reduction in consumer rights awareness, which explains why some members of the greater gaming community are negotiating a new sense of fairness and arriving at a new consensus regarding legitimate gameplay
Advertising · Business · Business model · Cash · Commercialization · Economics · Game design · Game Developer · Game studies · Game theory · Immersion (mathematics · Internet privacy · Media studies · Metagaming · Microeconomics · Multimedia · Negotiation · Non-cooperative game · Payment · Perception · Simultaneous game · Sociology · Video game · Cinema and Media Studies · Computer Science · Digital Games and Media · Impact of Technology on Adolescents · Psychology · Marketing
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Virtual Goods Purchase, Game Satisfaction and Perceived Justice
First dose is always freemium
Chinese Gold-Farming in the 2000s
White-Collar Criminality Within the Video Game Industry
Gamblification
Betting on Dota 2’s Battle Pass
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Why users purchase virtual products in MMORPG? An integrative perspective of social presence and user engagement
The Significance and Complexities of Anti-Corporate Gamer Activism
Algorithmic Uncertainties in Video Game Forests
Celebrity Avatar” Feasting on In-Game Items
Lock, Load, n' Thank the Driver
A Critical Cultural History of Online Games in China, 1995-2015
Architecting virtual storefronts
| Obras citantes distintas | 19 |
|---|---|
| Citas por año | 1,9 |
| Intervalo de citas | 2016 - 2025 (10) |
| Velocidad de citación | recent |
| Altamente citado | No |
| Tipos de cita | Neutras: 19 |