Sökning: "virtual-goods"

Visar resultat 1 - 5 av 9 uppsatser innehållade ordet virtual-goods.

  1. 1. Non-Fungible Token: Upplevt ägandeskap av digital virtuell konst

    Kandidat-uppsats, Högskolan i Halmstad/Akademin för informationsteknologi

    Författare :Elin Johnsson Ahlén; Jack Gustafsson; [2022]
    Nyckelord :Non-Fungible Token NFT ; blockchain technology; digital virtual goods; psychological ownership; digital ownership; Non-Fungible Token NFT ; blockkedjeteknik; digitala virtuella tillgångar; psykologiskt ägandeskap; digitalt ägandeskap;

    Sammanfattning : 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. 2. How do people evaluate virtual goods in social media? The case of Dota 2

    Master-uppsats, Uppsala universitet/Människa-datorinteraktion

    Författare :Denis Bulygin; [2019]
    Nyckelord :virtual-goods; virtual-consumption; online games; purchase; evaluation;

    Sammanfattning : 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. 3. Microtransactions and lotteries in video-games

    Kandidat-uppsats,

    Författare :Simon Barkman; Marcus Mattsson; [2019]
    Nyckelord :Microtransactions; Hedonic-motivation systems adoption model; HMSAM; Hedonic motivations; Cognitive absorption; Loot boxes; Freemium; Virtual goods;

    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. 4. Hedonic Motives: Influencing players’ impulse buying purchases of virtual goods

    Magister-uppsats, Lunds universitet/Företagsekonomiska institutionen

    Författare :Hristiana Dyulgerova; Paraskevi Devreli; [2019]
    Nyckelord :impulse buying; impulse purchases; video games; virtual goods; free-to-play games; Business and Economics;

    Sammanfattning : 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. 5. Mikrotransaktioners påverkan på kundnöjdhet

    Kandidat-uppsats, Lunds universitet/Företagsekonomiska institutionen

    Författare :Nicholas Roovete; Johannes Arendt; Alex Bengtsson; [2018]
    Nyckelord :Customer satisfaction; Microtransactions; Virtual Goods; Pay-to-Play games; Gaming industry; Kundnöjdhet; Virituella varor; Mikrotransaktioner; Pay-to-Play spel; Spelindustri; Business and Economics;

    Sammanfattning : 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