The microtransaction model has been one of the main revenue drivers in the global video game industry in the last half of the 20th century. This study examines the application of virtual currencies implemented in the microtransaction model. We argue that companies can enhance their value by creating t echnology-based interactions v ia v irtual currencies, which in turn could constitute significant revenue streams. Our goal was to prove that the application of virtual currencies would lead to increased spending behaviour, when compared to the application of local currencies. Through an online gaming simulation experiment, we discovered that the utilization of virtual currencies increased consumers’ spending on microtransactions. This relatio...
Gambling opportunities are facilitated by the growth of the Internet and social media platforms. Dig...
Skill-based elements are increasing being introduced to electronic gaming machines to appeal to a br...
We use a 575,000-subject, 28-day experiment to investigate monetary policy in a virtual setting. The...
Microtransactions are part of a business model used almost extensively in the video-gaming industry ...
With the advent of the internet, computer games have undergone substantial changes. Many games now c...
Social casino games are online gambling-like games found on social networking sites. They are initia...
During the twentieth century, the entertainment industry recorded a steady revenue growth. The progr...
Armstrong, TA ORCiD: 0000-0001-9683-7371; Browne, M ORCiD: 0000-0002-2668-6229; Rockloff, M ORCiD: 0...
Video Game publishers and the video game industry have been focusing more and more on integrating mi...
Nowadays, microtransactions have become a powerful money generating tool in the gaming industry. At ...
Objectives of the Study The objectives of this study were to investigate microtransaction based mon...
We present initial results from a controlled laboratory experiment where the economic decision-makin...
This study investigates the intricacies between the player interface proposed by the screens, (in pa...
© 2016 The Author(s).Background and aims: Social casino games (SCGs) are not technically considered ...
Many video games incorporate gambling-like elements into their design (and vice versa). Social casin...
Gambling opportunities are facilitated by the growth of the Internet and social media platforms. Dig...
Skill-based elements are increasing being introduced to electronic gaming machines to appeal to a br...
We use a 575,000-subject, 28-day experiment to investigate monetary policy in a virtual setting. The...
Microtransactions are part of a business model used almost extensively in the video-gaming industry ...
With the advent of the internet, computer games have undergone substantial changes. Many games now c...
Social casino games are online gambling-like games found on social networking sites. They are initia...
During the twentieth century, the entertainment industry recorded a steady revenue growth. The progr...
Armstrong, TA ORCiD: 0000-0001-9683-7371; Browne, M ORCiD: 0000-0002-2668-6229; Rockloff, M ORCiD: 0...
Video Game publishers and the video game industry have been focusing more and more on integrating mi...
Nowadays, microtransactions have become a powerful money generating tool in the gaming industry. At ...
Objectives of the Study The objectives of this study were to investigate microtransaction based mon...
We present initial results from a controlled laboratory experiment where the economic decision-makin...
This study investigates the intricacies between the player interface proposed by the screens, (in pa...
© 2016 The Author(s).Background and aims: Social casino games (SCGs) are not technically considered ...
Many video games incorporate gambling-like elements into their design (and vice versa). Social casin...
Gambling opportunities are facilitated by the growth of the Internet and social media platforms. Dig...
Skill-based elements are increasing being introduced to electronic gaming machines to appeal to a br...
We use a 575,000-subject, 28-day experiment to investigate monetary policy in a virtual setting. The...