Sökning: "virtual-goods"
Visar resultat 1 - 5 av 9 uppsatser innehållade ordet virtual-goods.
1. Non-Fungible Token: Upplevt ägandeskap av digital virtuell konst
Kandidat-uppsats, Högskolan i Halmstad/Akademin för informationsteknologiSammanfattning : Non-Fungible Token (NFT) har genom sitt framträdande i digitala medier skapat ett större intresse för digital virtuell konst. Möjligheten att kunna ge digitala virtuella tillgångar ett unikt ägandeskap genom NFT-tekniken har förändrat hela marknaden för digital virtuell konst. LÄS MER
2. How do people evaluate virtual goods in social media? The case of Dota 2
Master-uppsats, Uppsala universitet/Människa-datorinteraktionSammanfattning : Virtual purchases are the main source of revenue for developers of F2P games being a market with expected 17.4 billions of dollars volume in 2019. Despite the broad scope of research of virtual purchases, it is still unclear how the player evaluate non-functional goods. LÄS MER
3. Microtransactions and lotteries in video-games
Kandidat-uppsats,Sammanfattning : Microtransactions are part of a business model used almost extensively in the video-gaming industry where developers offer virtual goods or features via micropayments. The concept is relatively new and still unknown to many but deeply rooted in modern video-game developers’ business strategies. LÄS MER
4. Hedonic Motives: Influencing players’ impulse buying purchases of virtual goods
Magister-uppsats, Lunds universitet/Företagsekonomiska institutionenSammanfattning : Thesis purpose: This thesis aims to investigate the broad and well-established phenomenon of impulse buying from a different and unexplored angle. Furthermore, it seeks to explore if players purchase virtual goods on impulse. LÄS MER
5. Mikrotransaktioners påverkan på kundnöjdhet
Kandidat-uppsats, Lunds universitet/Företagsekonomiska institutionenSammanfattning : Purpose: The study aims to investigate how sales of virtual goods through microtransactions in the gaming industry affects customer satisfaction. Methodology: Quantitative research method with a deductive approach emerged from a positivist perspective. Cross-sectional study with a survey distributed on selected online forums. LÄS MER