Showing 1 - 10 of 16
A complete set of transactions, more than 40 million within a 1.8 year span, allows us to track the evolution of the trader network and the goods network in an on-line trading community. The computer platform was designed to make barter exchange as attractive as possible; money was not part of...
Persistent link: https://www.econbiz.de/10011390745
We examine economic activity in a large virtual economy which was designed to allow decentralized barter as the sole exchange institution. We find that a small subset of goods emerges endogenously which act of media of exchange. Our analysis includes estimation of spot exchange rates between...
Persistent link: https://www.econbiz.de/10011406338
The business environment that is characterized by the dynamics of change has had a significant impact in the development of scientific thinking in the field of management from the beginning of the nineteenth century until today. In the 1950s, modern theories and management concepts were...
Persistent link: https://www.econbiz.de/10011920416
Psychological studies invariably find a positive relationship between violent video game play and aggression. However, these studies cannot account for either aggressive effects of alternative activities video game playing substitutes for or the possible selection of relatively violent people...
Persistent link: https://www.econbiz.de/10010305457
This paper investigates how video game publishers' choice of game release date is affected by the expected level of competition within the game's product niche. We identify game niches by genre, age-appropriateness, a four week window cohort, publisher and console system. Our analysis is based...
Persistent link: https://www.econbiz.de/10010328042
Growth in popularity of computer (video) games is a noticeable change in recent years. Electronic entertainment increasingly engages the wider society and reaches to new audiences by offering them satisfy of wide variety of needs and aspirations. As a mass media games not only provide...
Persistent link: https://www.econbiz.de/10010333101
Economic research on entertainment is scant despite its large share of time use. We test economic theories of belief-based utility in the context of video-game engagement. Using data on 2.8 million matches from League of Legends, we find evidence supporting reference-dependent preferences, loss...
Persistent link: https://www.econbiz.de/10014534036
This article explores the alternative system of contractual regulation that permits monetised user-generated content (UGC) in the video game industry. By situating the user in an industry where it is possible to earn millions from "playing games", this article challenges the assumption in...
Persistent link: https://www.econbiz.de/10014285089
Brand placements are omnipresent in video games, but their overall effect on brand attitudes is small and varies substantially between studies. The present research takes an evaluative conditioning perspective to explain when and how brand placements in video games influence brand attitudes. In...
Persistent link: https://www.econbiz.de/10014504561
Peer influence through word-of-mouth (WOM) plays an important role in many information systems but identification of causal effects is challenging. We identify causal WOM effects in the empirical setting of game adoption in a social network for gamers by exploiting differences in individuals'...
Persistent link: https://www.econbiz.de/10010468095