Game design as marketing: How game mechanics create demand for virtual goods [PDF]
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]
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
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]
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
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
Experience shapes non-linearities between team behavioral interdependence, team collaboration, and performance in massively multiplayer online games. [PDF]
Carrasco-Farré C, Hakobjanyan N.
europepmc +1 more source
Impact of Gaming (Gamification) on Diabetes Self-Care Behaviors and Glycemic Outcomes Among Adults With Type 2 Diabetes. [PDF]
Brady VJ, Mathew Joseph N, Ju HH.
europepmc +1 more source
Internet gaming disorder, attention deficit hyperactivity disorder and learning in adults: a systematic review. [PDF]
Zhou X, Chen J, Yao J, Chui DT, Tang SK.
europepmc +1 more source
A Peer-Led School-Based Intervention for Safer Internet Use Among Primary School Students: A Controlled Pre-Post Study. [PDF]
Siafarika E +6 more
europepmc +1 more source
Unveiling the nexus of the relationship between multiplayer digital game-playing experience and workplace loneliness: a moderated serial mediation analysis. [PDF]
Akgün AE, Keskin H, Esen E, Aksoy Z.
europepmc +1 more source

