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This paper offers a look at the Japanese mobile free to play market with a focus on "Gacha", a game of luck mechanism used in many Japanese games. The paper tries to explain about the concept of Gacha, its different forms, some known regulation issues and briefly looks at player and...
Persistent link: https://www.econbiz.de/10011756933
The aim of this study is to examine the characteristics of digital game users and discuss desirable development and marketing strategies for firms. This study developed measurement scales and empirically found that there are two segments in the market: "share" and "achievement" orientation. Some...
Persistent link: https://www.econbiz.de/10011756943
This paper looks at the recent discussion on "Lootboxes" by regulators in several countries referring to the case of Japan in the light of business model revolutions. A game-of-chance mechanic which can be found in more and more in digital games to acquire virtual items and to help monetize...
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This paper aim to conduct a bibliometric analysis on the evolution of knowledge structure of empirical analysis of consumer behaviour in Telecommunications Policy. The related studies on the Telecommunications Policy, the academic journal specialized in communication industry and service...
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Applications such as iMessage, KakaoTalk, LINE, Signal, Skype, Snapchat, Threema, Viber, WhatsApp and WeChat have become an increasingly popular means of personal and business interaction. Surprisingly little academic effort has gone into understanding the nature and origin of these...
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