News, research and discussion on virtual goods, currencies and economies globally.

Biblio

Found 109 results

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2010
Hamari J., Lehdonvirta V. (2010).  Game design as marketing: How Game mechanics create demand for virtual goods. International Journal of Business Science and Applied Management. 5(1), 14-29. Abstract
2009
Bourlakis M., Papagiannidis S., Li F. (2009).  Retail spatial evolution: paving the way from traditional to metaverse retailing. Electronic Commerce Research. 9(1-2), 135 - 148.
Cagnina M., Poian M. (2009).  Beyond e-business models: the road to virtual worlds. Electronic Commerce Research. 9(1-2), 49 - 75. Abstract
Goel L., Prokopec S. (2009).  If you build it will they come? -- An empirical investigation of consumer perceptions and strategy in virtual worlds. Electronic Commerce Research. 9(1-2), 115 - 134. Abstract
Meredith A., Hussain Z., Griffiths M.D. (2009).  Online gaming: a scoping study of massively multi-player online role playing games. Electronic Commerce Research. 9(1-2), 3 - 26. Abstract
Bryceson K.P. (2009).  The development of VAG -- a 3D virtual agribusiness environment and strategy game. Electronic Commerce Research. 9(1-2), 27 - 47. Abstract
Guo Y., Barnes S. (2009).  Virtual item purchase behavior in virtual worlds: an exploratory investigation. Electronic Commerce Research. 9(1-2), 77 - 96. Abstract
Lehdonvirta V. (2009).  Virtual Item Sales as a Revenue Model: Identifying Attributes That Drive Purchase Decisions. Electronic Commerce Research. 9(1-2), 97-113. Abstract
Huhh J. (2009).  Economic Analysis on Online Game Service. Abstract
CastronovaE., WilliamsD., ShenC., RatanR., XiongL., HuangY., KeeganB. (2009).  As real as real? Macroeconomic behavior in a large-scale virtual world. New Media Society. 11(5), 
Mckee H.A., Porter J.E. (2009).  Playing a Good Game: Ethical Issues in Researching MMOGs and Virtual Worlds. International Journal of Internet Research Ethics. 2(1),  Abstract
Lehdonvirta V., Wilska T., Johnson M. (2009).  Virtual Consumerism: Case Habbo Hotel. Information, Communication & Society. 12(7),  Abstract  Download: Lehdonvirta et al 2009 Virtual Consumerism.pdf (444.3 KB)
2008
Li F., Papagiannidis S., Bourlakis M. (2008).  Living in Multiple Spaces: MMORPGs and their Business Implications. Academy of Management (AoM) Annual Conference.
Castronova E. (2008).  A Test of the Law of Demand in a Virtual World: Exploring the Petri Dish Approach to Social Science. CESifo Working Paper Series. Abstract
Martin J. (2008).  Consuming Code: Use-Value, Exchange-Value, and the Role of Virtual Goods in Second Life. Journal of Virtual Worlds Research. 1(2),  Abstract
Atlas S.A. (2008).  Inductive Metanomics: Economic Experiments in Virtual Worlds. Journal of Virtual World Research. 1(1),  Abstract
Park S., Nah F., DeWester D., Eschenbrenner B., Jeon S. (2008).  Virtual World Affordances: Enhancing Brand Value. Journal of Virtual Worlds Research. 1(2),  Abstract
Papagiannidis S., Bourlakis M., Li F. (2008).  Making real money in virtual worlds: MMORPGs and emerging business opportunities, challenges and ethical implications in metaverses. Technological Forecasting and Social Change. 75(5), 610-622. Abstract
Lehtiniemi T. (2008).  Macroeconomic Indicators in a Virtual Economy. Abstract
Arakji R., Lang K. (2008).  Avatar Business Value Analysis: A Method for the Evaluation of Business Value Creation in Virtual Commerce. Journal of Electronic Commerce Research. 9(3), 207-218. Abstract
Barnes S., Mattsson J. (2008).  Brand Value in Virtual Worlds: An Axiological Approach. Journal of Electronic Commerce Research. 9(3), 195-206. Abstract
Zhang B., Tang D., Tiano J.R., Gatto J.G., Duranske B., Esplin B.D. (2008).  China Taxes Real Profits from Virtual World Transactions. Advisory, Pillsbury Winthrop Shaw Pittman LLP. Abstract
Heeks R. (2008).  Current Analysis and Future Research Agenda on "Gold Farming": Real-World Production in Developing Countries for the Virtual Economies of Online Games. Development informatics working paper. Abstract
Nicklisch A., Salz T. (2008).  Reciprocity and status in a virtual field experiment. Preprints of the Max Planck Institute for Research on Collective Goods. . Abstract
Qun Ren J., Hardwick P. (2008).  Revenue model innovations in the Chinese online game market. Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era. 44-48. Abstract