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significant declines in crime and death rates. These results are robust to various alternative specifications. Other youth related …
Persistent link: https://www.econbiz.de/10013211784
The successes of the games industry requires an analysis of the way in which the state is influencing, or attempting to influence, the development of the sector. Drawing from a research project on games, transmedia and the law, including a roundtable with developers and others from the industry,...
Persistent link: https://www.econbiz.de/10014139273
In 2020, gamers spent more than $15 billion on loot boxes, lotteries of virtual items in video games. Loot boxes are contentious. Regulators argue they constitute gambling, while game producers maintain they complement gameplay. In a prototypical mobile puzzle game we show that gameplay...
Persistent link: https://www.econbiz.de/10014253961
We aim to model and analyze possible cooperative advertising strategies in the context of a gaming platform manufacturer and a game software publisher in the video game industry. The analysis takes on a game theoretic approach in understanding the impact of a video game's total advertising...
Persistent link: https://www.econbiz.de/10013088442
Games like EverQuest and Dark Age of Camelot occasionally produce natural experiments in social science: situations that, through no intent of the designer, offer controlled variations on a phenomenon of theoretical interest. This paper examines two examples, both of which involve the theory of...
Persistent link: https://www.econbiz.de/10012783364
Wzrost popularności gier typu “Second Life” przyczynił się nie tylko do znacznych przemian w rozwoju branży rozrywki elektronicznej. Upowszechnianie Games 2.0, nowego nurtu produkcji gier wideo które z założenia mają stanowić wirtualne światy zawierające treści tworzone przez...
Persistent link: https://www.econbiz.de/10014175603
In virtual worlds of MMORPGs (Massively Multiplayer Online Role-Playing Games), we observe that many players purchase virtual items by using real currencies, which is so-called eBaying. Extending the model developed by Castronova (2001), I analyze the value of virtual items in the virtual and...
Persistent link: https://www.econbiz.de/10014029321
This research aims to probe the influence of online game endorsement on adolescent involvement and game purchase intention. Involvement means the perceived importance and interest stimulate. The high involvement means consumers will spend more time considering and collecting data in order to...
Persistent link: https://www.econbiz.de/10009793750
Persistent link: https://www.econbiz.de/10011514766
This research aims to probe the influence of online game endorsement on adolescent involvement and game purchase intention. Involvement means the perceived importance and interest stimulate. The high involvement means consumers will spend more time considering and collecting data in order to...
Persistent link: https://www.econbiz.de/10013076066