Over the last decade, buying in-game content with real money has become a more common practice among players in order to unlock exclusive content in video games. Prior research has mainly focused on those functional digital items that provide an advantage to the buyer. This thesis aims to determine the underlying factors that influence video game players to purchase purely aesthetic virtual items.Prior studies on the field of video games, gaming business models and purchasing behaviour were reviewed and a theoretical framework focused on behavioural sciences, psychology and customer culture related theories was designed to interpret the results of a quantitative study. The popular FPS (First Person Shooter), Counter Strike Global Offensive ...
Abstract. This study investigates online game consumer intention to purchase virtualproduct offered ...
With the development of the gaming industry, the trend of gaming virtual goods consumption is gradua...
Διπλωματική εργασία--Πανεπιστήμιο Μακεδονίας, Θεσσαλονίκη, 2014.In our thesis we examine which facto...
Over the last decade, buying in-game content with real money has become a more common practice among...
The present study investigated the phenomenon of buying ‘virtual assets’ for game avatars. Virtual A...
The present study investigated the phenomenon of buying ‘virtual assets’ for game avatars. Virtual A...
The objective of this thesis was to find out the fascination of virtual skins in Counter Strike Glob...
This study aims to predict the behavior of purchase decisions for virtual goods, especially for PUBG...
Objectives of the Study The objectives of this study were to investigate microtransaction based mon...
PlayerUnknown’s Battleground Mobile (PUBG-M) is the highest-earning battle royale game in the world....
Currently, there are a lot different online games. From the perspective of the players – games were ...
Game design elements are major factors in gamification. In this study, we seek to examine the impact...
Free-to-play games typically have a monetization model that relies on players to purchase in-game it...
Abstract: The development of online games is so high that leads many companies to compose games. To ...
Online game is a virtual world environment that many people called as gamer joins to find pleasure o...
Abstract. This study investigates online game consumer intention to purchase virtualproduct offered ...
With the development of the gaming industry, the trend of gaming virtual goods consumption is gradua...
Διπλωματική εργασία--Πανεπιστήμιο Μακεδονίας, Θεσσαλονίκη, 2014.In our thesis we examine which facto...
Over the last decade, buying in-game content with real money has become a more common practice among...
The present study investigated the phenomenon of buying ‘virtual assets’ for game avatars. Virtual A...
The present study investigated the phenomenon of buying ‘virtual assets’ for game avatars. Virtual A...
The objective of this thesis was to find out the fascination of virtual skins in Counter Strike Glob...
This study aims to predict the behavior of purchase decisions for virtual goods, especially for PUBG...
Objectives of the Study The objectives of this study were to investigate microtransaction based mon...
PlayerUnknown’s Battleground Mobile (PUBG-M) is the highest-earning battle royale game in the world....
Currently, there are a lot different online games. From the perspective of the players – games were ...
Game design elements are major factors in gamification. In this study, we seek to examine the impact...
Free-to-play games typically have a monetization model that relies on players to purchase in-game it...
Abstract: The development of online games is so high that leads many companies to compose games. To ...
Online game is a virtual world environment that many people called as gamer joins to find pleasure o...
Abstract. This study investigates online game consumer intention to purchase virtualproduct offered ...
With the development of the gaming industry, the trend of gaming virtual goods consumption is gradua...
Διπλωματική εργασία--Πανεπιστήμιο Μακεδονίας, Θεσσαλονίκη, 2014.In our thesis we examine which facto...