Results 111 to 120 of about 14,148 (222)

Game design as marketing: How game mechanics create demand for virtual goods [PDF]

open access: yesInternational Journal of Business Science and Applied Management, 2010
Selling virtual goods for real money is an increasingly popular revenue model for massively-multiplayer online games (MMOs), social networking sites (SNSs) and other online hangouts.
Lehdonvirta, V., Hamari, J.
doaj  

Why do gamers buy 'virtual assets'? An insight in to the psychology behind purchase behaviour [PDF]

open access: yes, 2015
The present study investigated the phenomenon of buying 'virtual assets' for game avatars. Virtual Assets are items that are bought with real-world money for an avatar in-game.
Cleghorn, J, Griffiths, MD
core  

Analyse de l’activité de joueurs dans deux jeux de rôle en ligne massivement multijoueurs

open access: yesActivités
Massively multiplayer online role-playing games offer a particular field for the study of narrative activity. This activity takes place within the universe of an online game where the players evolve and where they develop their character.
Floriane Owczarek
doaj   +1 more source

Putting the "Fun Factor" Into Gaming: The Influence of Social Contexts on Experiences of Playing Videogames [PDF]

open access: yes, 2012
The increasingly social nature of gaming suggests the importance of understanding its associated experiences and potential outcomes. This study examined the influence of social processes in gameplay and different gaming contexts on the experience of ...
Bryce, Jo, Kaye, Linda Katherine
core  

Dynamic Load Balancing for Massively Multiplayer Online Games

open access: yes, 2018
In recent years, there has been an important growth of online gaming. Today’s Massively Multiplayer Online Games (MMOGs) can contain millions of synchronous players scattered across the world and participating with each other within a single shared game.
openaire   +2 more sources

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