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The impact of information technology (IT) on the stability of market equilibrium is explained from a simple microeconomic standpoint. Attributes of a dynamically stable “virtual” market equilibrium are described assuming consumer rationality, an elastic supply curve, and minimum static...
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Game character, or avatar, acts as the nexus of virtual assets that the player collects and produces while exploring online game worlds. What is the value of this virtual identity in the online game community? Furthermore, what are the components of play that provide added-value to the players?...
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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. In this paper, we argue that the marketing of virtual goods currently falls short of what it could be. Game...
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