Valuation of Participation in Social Gaming
暂无分享,去创建一个
[1] Zhi-Jin Zhong,et al. The effects of collective MMORPG (Massively Multiplayer Online Role-Playing Games) play on gamers' online and offline social capital , 2011, Comput. Hum. Behav..
[2] Cheng-Chieh Hsiao,et al. The effect of social capital on community loyalty in a virtual community: Test of a tripartite-process model , 2012, Decis. Support Syst..
[3] Hui-Chun Liao,et al. Virtual Community Loyalty: An Interpersonal-Interaction Perspective , 2010, Int. J. Electron. Commer..
[4] Stuart J. Barnes,et al. Why people buy virtual items in virtual worlds with real money , 2007, DATB.
[5] Vili Lehdonvirta,et al. Virtual item sales as a revenue model: identifying attributes that drive purchase decisions , 2009, Electron. Commer. Res..
[6] Michael Bourlakis,et al. Making real money in virtual worlds: MMORPGs and emerging business opportunities, challenges and ethical implications in metaverses , 2008 .
[7] Xue Yang,et al. The determinants of monetary value of virtual goods: An empirical study for a cross-section of MMORPGs , 2012, Information Systems Frontiers.
[8] F. Riggins,et al. The growth of interorganizational systems in the presence of network externalities , 1994 .
[9] Trent J. Spaulding. How can virtual communities create value for business? , 2010, Electron. Commer. Res. Appl..
[10] S. Oren,et al. Critical Mass and Tariff Structure in Electronic Communications Markets , 1981 .
[11] Robert J. Kauffman,et al. Business Network-Based Value Creation in Electronic Commerce , 2010, Int. J. Electron. Commer..
[12] R. Batra,et al. Measuring the hedonic and utilitarian sources of consumer attitudes , 1991 .
[13] Christophe Roquilly,et al. Control Over Virtual Worlds by Game Companies: Issues and Recommendations , 2011, MIS Q..
[14] Gerald L. Lohse,et al. Predictors of online buying behavior , 1999, CACM.
[15] E. Streller. [De gustibus (non) est disputandum]. , 1962, Rontgen- und Laboratoriumspraxis.
[16] Robert Davis,et al. Modeling game usage, purchase behavior and ease of use , 2012, Entertain. Comput..
[17] Samuel Greengard,et al. Social games, virtual goods , 2011, Commun. ACM.
[18] Byungjoon Yoo,et al. Sell by bundle or unit?: Pure bundling versus mixed bundling of information goods , 2012, Decis. Support Syst..
[19] Steven Bellman,et al. Productive play time: the effect of practice on consumer demand for hedonic experiences , 2010 .
[20] Peter M. Landwehr. A Collection of Economic and Social Data from Glitch, a Massively Multiplayer Online Game , 2013 .
[21] Ruth N. Bolton,et al. A Longitudinal Analysis of the Impact of Service Changes on Customer Attitudes , 1991 .
[22] Neil Gandal. Hedonic price indexes for spreadsheets and an empirical test of the network externalities hypothesis , 1992 .
[23] Miho Nojima,et al. Pricing models and Motivations for MMO play , 2007, DiGRA Conference.
[24] Mark D. Griffiths,et al. Social Interactions in Massively Multiplayer Online Role-Playing Gamers , 2007, Cyberpsychology Behav. Soc. Netw..
[25] Radu Prodan,et al. Prediction-based real-time resource provisioning for massively multiplayer online games , 2009, Future Gener. Comput. Syst..
[26] Richard T. Watson,et al. WebQual: An Instrument for Consumer Evaluation of Web Sites , 2007, Int. J. Electron. Commer..
[27] Martial Van der Linden,et al. Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth , 2013, Comput. Hum. Behav..
[28] Robert Davis,et al. Modeling the effect of self-efficacy on game usage and purchase behavior , 2012 .
[29] James M. Boyle,et al. Engagement in digital entertainment games: A systematic review , 2012, Comput. Hum. Behav..
[30] Vladimir Zwass,et al. Co-Creation: Toward a Taxonomy and an Integrated Research Perspective , 2010, Int. J. Electron. Commer..
[31] C. Kemerer,et al. Network Externalities in Microcomputer Software: An Econometric Analysis of the Spreadsheet Market , 2014 .
[32] Kevin E. Voss,et al. Measuring the Hedonic and Utilitarian Dimensions of Consumer Attitude , 2003 .
[33] Neil Gandal. Hedonic Price Indexes for Spreadsheets and an Empirical Test for Network Externalities , 1994 .
[34] John W. Payne,et al. The adaptive decision maker: Name index , 1993 .
[35] Michael Szell,et al. Measuring social dynamics in a massive multiplayer online game , 2009, Soc. Networks.
[36] Manoj K. Agarwal,et al. Estimating Demand Functions for Product Characteristics: The Case of Automobiles , 1980 .
[37] Nicholas Economides. Durable Goods Monopoly with Network Externalities with Application to the Pc Operating Systems Market , 1999 .
[38] Hsiu-Lan Wu,et al. Utilitarian and Hedonic Values of Social Network Services , 2009, AMCIS.
[39] Andrew N. K. Chen,et al. Usability Design and Psychological Ownership of a Virtual World , 2011, J. Manag. Inf. Syst..
[40] Young-Gul Kim,et al. Why would online gamers share their innovation-conducive knowledge in the online game user community? Integrating individual motivations and social capital perspectives , 2011, Comput. Hum. Behav..
[41] Kajal T. Claypool,et al. Latency and player actions in online games , 2006, CACM.
[42] R. Michaels,et al. Hedonic Prices and the Structure of the Digital Computer Industry , 1979 .
[43] Yu-Ling Lin,et al. A study on the goal value for massively multiplayer online role-playing games players , 2011, Comput. Hum. Behav..
[44] Jenova Chen,et al. Flow in games (and everything else) , 2007, CACM.
[45] H. Raghav Rao,et al. Hedonic price analysis of workstation attributes , 1993, CACM.
[46] T. Hennig-Thurau,et al. Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities , 2013 .
[47] Yun Huang,et al. Distance matters: Exploring proximity and homophily in virtual world networks , 2013, Decis. Support Syst..
[48] A. Goodman. Hedonic prices, price indices and housing markets , 1978 .
[49] Donna L. Hoffman,et al. Measuring the Customer Experience in Online Environments: A Structural Modeling Approach , 2000 .
[50] Eleni Stroulia,et al. Virtual worlds - past, present, and future: New directions in social computing , 2009, Decis. Support Syst..
[51] Sheng-Chieh Huang,et al. A private versus a public space: Anonymity and buying decorative symbolic goods for avatars in a virtual world , 2012, Comput. Hum. Behav..
[52] Zhi-Qiang Jiang,et al. Statistical properties of online avatar numbers in a massive multiplayer online role-playing game , 2009, 0904.4827.
[53] Peter E. Kennedy. A Guide to Econometrics , 1979 .
[54] W. Erwin Diewert,et al. Hedonic Regressions : A Consumer Theory Approach , 2001 .
[55] Ashleigh K. Shelton. Defining the lines between virtual and real world purchases: Second Life sells, but who's buying? , 2010, Comput. Hum. Behav..
[56] Cheng-Chieh Hsiao,et al. The effects of a player's network centrality on resource accessibility, game enjoyment, and continuance intention: A study on online gaming communities , 2012, Electron. Commer. Res. Appl..
[57] Eric J. Johnson,et al. The adaptive decision maker , 1993 .
[58] Edward J. Garrity,et al. Player Commitment to Massively Multiplayer Online Role-Playing Games (MMORPGs): An Integrated Model , 2013, Int. J. Electron. Commer..