Seek, share, or withhold: information trading in MMORPGs
暂无分享,去创建一个
[1] Peter Checkland,et al. Information, Systems, And Information Systems , 1997 .
[2] Kenji Saito,et al. The brighter side of risks in peer-to-peer barter relationships , 2010, Future Gener. Comput. Syst..
[3] Vili Lehdonvirta,et al. Game Design as Marketing: How Game Mechanics Create Demand for Virtual Goods , 2010 .
[4] David Myers,et al. Play Redux: The Form of Computer Games , 2010 .
[5] K. M. Malone,et al. Dragon Kill Points , 2009, Games Cult..
[6] Steffen P. Walz,et al. Gamification and Economics , 2014 .
[7] Jan H. G. Klabbers,et al. The magic circle : principles of gaming & simulation , 2006 .
[8] Greg Lastowka,et al. The Laws of the Virtual Worlds , 2004 .
[9] C. Sun,et al. Cash Trade in Free-to-Play Online Games , 2011, Games Cult..
[10] Michael K. Buckland,et al. Information and information systems , 1991 .
[11] Pamela J. McKenzie. A model of information practices in accounts of everyday-life information seeking , 2003, J. Documentation.
[12] W. Jevons. Money and the Mechanism of Exchange , 2001 .
[13] Kai Kimppa,et al. First dose is always freemium , 2016, SIGCAS Comput. Soc..
[14] Isto Huvila,et al. Studying games from the viewpoint of information , 2015 .
[15] Juho Hamari,et al. Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service , 2013, Electron. Commer. Res. Appl..
[16] Mark J. Safferstone. Information Rules: A Strategic Guide to the Network Economy , 1999 .
[17] Joshua A.T. Fairfield,et al. The Magic Circle , 2008 .
[18] Vili Lehdonvirta,et al. VIRTUAL CONSUMERISM , 2009 .
[19] K. M. Malone,et al. Dragon Kill Points , 2009 .
[20] Mia Consalvo,et al. Cheating: Gaining Advantage in Videogames , 2007 .
[21] Kristine Jørgensen,et al. Gameworld Interfaces , 2013 .
[22] Jaakko Stenros,et al. Social Network Games , 2013 .
[23] Harald Warmelink. Online Gaming and Playful Organization , 2013 .
[24] Preben Hansen,et al. Collaborative Information Retrieval in an information-intensive domain , 2005, Inf. Process. Manag..
[25] Juho Hamari,et al. Free-to-Play Games: Professionals’ Perspectives , 2014 .
[26] Esko Vankka,et al. Free-to-Play Games: Professionals' Perceptions , 2014 .
[27] Suellen S. Adams. What Games Have to Offer: Information Behavior and Meaning-Making in Virtual Play Spaces , 2009, Libr. Trends.
[28] Reijo Savolainen. Everyday life information seeking: Approaching information seeking in the context of “way of life” , 1995 .
[29] Lynda M. Baker,et al. A study of the nature of information needed by women with multiple sclerosis , 1996 .
[30] Peter Ingwersen,et al. Dimensions of relevance , 2000, Inf. Process. Manag..
[31] Janne Paavilainen,et al. Social interaction in games , 2011, Int. J. Arts Technol..
[32] J. Tuomas Harviainen,et al. Ritualistic Games, Boundary Control, and Information Uncertainty , 2012 .
[33] Richard Bartle. Design Principles: Use and Misuse , 2013 .
[34] Mark Chen,et al. Communication, Coordination, and Camaraderie in World of Warcraft , 2009, Games Cult..
[35] Pertti Vakkari,et al. Task complexity, problem structure and information actions - Integrating studies on information seeking and retrieval , 1999, Inf. Process. Manag..
[36] P. Burke. Distinction: a social critique of the judgement of taste , 1989 .
[37] Juho Hamari,et al. Defining gamification: a service marketing perspective , 2012, MindTrek.
[38] David Crookall,et al. Towards a Reconceptualization of Simulation: From Representation to Reality. , 1987 .
[39] Vili Lehdonvirta,et al. Virtual Economies: Design and Analysis , 2014 .
[40] Peter Ingwersen,et al. The Turn - Integration of Information Seeking and Retrieval in Context , 2005, The Kluwer International Series on Information Retrieval.
[41] Henry Mintzberg,et al. Structure in Fives: Designing Effective Organizations , 1983 .
[42] Chirag Shah,et al. Collaborative Information Seeking: The Art and Science of Making the Whole Greater than the Sum of All , 2012 .
[43] Juho Hamari,et al. Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise , 2013, ECIS.
[44] Juho Hamari,et al. Demographic differences in perceived benefits from gamification , 2014, Comput. Hum. Behav..
[45] Reijo Savolainen,et al. Information as capability for action and capital in synthetic worlds , 2014, Inf. Res..
[46] Patricia B. Culkin,et al. Systems that inform: emerging trends in library automation and network development , 1987 .
[47] Juho Hamari,et al. Why do People Buy Virtual Goods? A Literature Review , 2016, 2016 49th Hawaii International Conference on System Sciences (HICSS).
[48] Vili Lehdonvirta,et al. Real-Money Trade of Virtual Assets: Ten Different User Perceptions , 2005 .
[49] K. P. Kallio,et al. At Least Nine Ways to Play: Approaching Gamer Mentalities , 2011, Games Cult..
[50] J. Tuomas Harviainen,et al. Massively Multiplayer Online Games as Information System: Implications for Organizational Learning , 2016 .
[51] M. Vesa. There be Dragons! An Ethnographic Inquiry into the Strategic Practices and Process of World of Warcraft Gaming Groups , 2013 .
[52] Bart Simon,et al. Discipline and Dragon Kill Points in the Online Power Game , 2009, Games Cult..
[53] Juho Hamari,et al. Framework for Designing and Evaluating Game Achievements , 2011, DiGRA Conference.
[54] Noah Wardrip-Fruin,et al. Expressive Processing: Digital Fictions, Computer Games, and Software Studies , 2009 .
[55] Juho Hamari,et al. Building Customer Relationship through Game Mechanics in Social Games , 2011 .
[56] Richard A. Normann,et al. Reframing Business: When the Map Changes the Landscape , 2001 .
[57] Lorri M. Mon. Professional avatars: librarians and educators in virtual worlds , 2012, J. Documentation.
[58] N. Yee,et al. From Tree House to Barracks , 2006, Games Cult..