Sökning: "In-game purchases"

Visar resultat 1 - 5 av 12 uppsatser innehållade orden In-game purchases.

  1. 1. MOBAs, the beginning : From mod to genre

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Anton Zachrisson; Alexander Holmberg Karancsi; [2023]
    Nyckelord :MOBA; Political Economy theory; Modding; Historical timeline; Monetization plans; Power structures;

    Sammanfattning : This thesis covers the history of the MOBA (Multiplayer Online Battle Arena) genre by creating a chronological historical timeline of some of the most catalytic titles. It also delves deeper into the dynamic between modders and companies and how that dynamic changed as the genre evolved. LÄS MER

  2. 2. What aspect of Genshin Impact makes players spend money?

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Lisa Martijn; Ameer Khalid; [2023]
    Nyckelord :Customer value theory; Emotional Attachment; Gacha; Genshin Impact;

    Sammanfattning : The monetization model Gacha has spread from its country-of-origin Japan and become a global phenomenon. Genshin Impact, a Chinese Gacha game, is currently one of the highest grossing mobile games in the world. Despite its high revenue, Genshin Impact is free to download and play, all purchases in game are voluntary. LÄS MER

  3. 3. The Dark Patterns of Battle Passes : Investigating player attitudes to a growing type of microtransaction

    Master-uppsats, Umeå universitet/Institutionen för informatik

    Författare :Eric Fredriksson Friman; Ola Zätterlund; [2023]
    Nyckelord :Dark patterns; battle passes; microtransactions; end users; HCI;

    Sammanfattning : In recent years, many PC and console video games have seen a shift towards live service models as a means of generating recurring revenue through in-game purchases called microtransactions. Microtransactions have been linked to the concept of dark patterns—design patterns that favour the service at the expense of the end user—due to their possible negative impact on the user experience. LÄS MER

  4. 4. Player consumption psychology : Constructing user profiles for game developers

    Magister-uppsats, Högskolan i Skövde/Institutionen för informationsteknologi

    Författare :Xinyi Xiong; [2022]
    Nyckelord :User profiling; Game User Experience; Consumer behaviour; Free-to-play game;

    Sammanfattning : Free-to-play gamers' spending habits are crucial for game developers to generate revenue in games. The unique thing about free-to-play business model games is that players don't have to pay to play the game, but need to make in-game purchases if they want a better gaming experience. LÄS MER

  5. 5. Homo Gamicus

    Magister-uppsats, Lunds universitet/Företagsekonomiska institutionen

    Författare :Sterenn Chevance; Kornelija Steinsvik; Alice Pehrson; [2022]
    Nyckelord :Gaming; In-game purchases; Player Type; Self-Expression; Avatars; Technology and Engineering;

    Sammanfattning : This study aimed to understand gamers on a deeper level and investigate how certain in-game purchases and avatars can assist gamers with their self-expression. Through 12 semi-structured interviews and the support of two theories, we have been able to understand gamers in-depth... LÄS MER