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Cash Trade in Free-to-Play Online Games

Datos Bibliográficos

ID3000228
AutoresHolin 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)
Año2011
Volumen6
Número3
Páginas270-287
Fecha de publicación2011-05-01
Peer ReviewedSí
Open AccessSí
TipoARTICLE
RevistaGames and Culture (JOURNAL)
Identificadores de la revistaISSN: 1555-4120 • E-ISSN: 1555-4139
EditorialSAGE Publications Inc (PUBLISHER)
DOI10.1177/1555412010364981
OpenAlexW2135693853
IdiomaEN
Citas recibidas19
Referencias citadas2

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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    Open Access•Le Wang, Yu Gao et al.•Information Technology and People•2021

  • Understanding peer recommendation in mobile social games

    Open Access•Le Wang•Information Technology and People•2022

  • Beyond gameplay

    Open Access•Thi-Hang Hoang, Junfen Fu et al.•Computers in Human Behavior•2025

  • Predatory Monetisation? A Categorisation of Unfair, Misleading and Aggressive Monetisation Techniques in Digital Games from the Player Perspective

    Open Access•Elena Gordon-Petrovskaya, David Zendle•Journal of Business Ethics•2022

  • Virtual Goods Purchase, Game Satisfaction and Perceived Justice

    Open Access•Hui Xiong, Jie Yu et al.•Journal of Virtual Worlds Research•2020

  • First dose is always freemium

    Open Access•Kai K Kimppa, Olli I Heimo et al.•ACM SIGCAS Computers and Society•2016

  • Chinese Gold-Farming in the 2000s

    Open Access•Matthew Ming-Tak Chew•Games and Culture•2022

  • White-Collar Criminality Within the Video Game Industry

    Open Access•Allen Copenhaver, O Hayden Griffin•Games and Culture•2021

  • Gamblification

    Open Access•Joseph Macey, Juho Hamari•New Media & Society•2022

  • Betting on Dota 2’s Battle Pass

    Open Access•Andrei Zanescu, Martin French et al.•New Media & Society•2020

  • Pay for your choices”

    Open Access•Do Own Kim•New Media & Society•2021

  • Why users purchase virtual products in MMORPG? An integrative perspective of social presence and user engagement

    Open Access•Wei Jin, Yongqiang Sun et al.•Internet Research•2017

  • The Significance and Complexities of Anti-Corporate Gamer Activism

    Open Access•Matthew Ming-Tak Chew•Games and Culture•2022

  • Algorithmic Uncertainties in Video Game Forests

    Open Access•Marco Caracciolo•Games and Culture•2025

  • Celebrity Avatar” Feasting on In-Game Items

    Open Access•Xuhui Wang, Asad Hassan Butt et al.•SAGE Open•2021

  • Lock, Load, n' Thank the Driver

    Open Access•Seamus Ryan, Dean Mcdonnell et al.•Social Media + Society•2020

  • A Critical Cultural History of Online Games in China, 1995-2015

    Open Access•Matthew Ming-Tak Chew, Matthew M Chew•Games and Culture•2019

  • Architecting virtual storefronts

    Open Access•Kamilla Knutsen Steinnes•Consumption Markets & Culture•2024

  • Play Between Worlds

    Open Access•T L Taylor•Play between worlds•2006

Obras citantes distintas19
Citas por año1,9
Intervalo de citas2016 - 2025 (10)
Velocidad de citaciónrecent
Altamente citadoNo
Tipos de citaNeutras: 19
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