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Social games, virtual goods

Published: 01 April 2011 Publication History

Abstract

The popularity of virtual goods and currencies in online gaming is changing how people think and act about money.

References

[1]
Guo, Y. and Barnes, S. Why people buy virtual items in virtual worlds with real money, ACM SIGMIS Database 38, 4, Nov. 2007.
[2]
Hamari, J. and Lehdonvirta, V. Game design as marketing: how game mechanics create demand for virtual goods, International Journal of Business Science and Applied Management 5, 1, 2010.
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Nojima, M. Pricing models and motivations for MMO play, Proceedings of DiGRA 2007, Tokyo, Japan, Sept. 24-28, 2007.
[4]
Wang, Y. and Mainwaring, S.D. Human-currency interaction: learning from virtual currency use in China, Proceedings of the 26th Annual SIGCHI Conference on Human factors in Computing Systems, Florence, Italy, April 5-10, 2008.
[5]
Yamabe, T., Lehdonvirta, V., Ito, H., Soma, H., Kimura, H., and Nakajima, T. Applying pervasive technologies to create economic incentives that alter consumer behavior, Proceedings of the 11th International Conference on Ubiquitous Computing, Orlando, FL, Sept. 30-Oct. 3, 2009.

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  • (2023)Factoring economic biases out of tokenomics2023 46th MIPRO ICT and Electronics Convention (MIPRO)10.23919/MIPRO57284.2023.10159876(1364-1369)Online publication date: 22-May-2023
  • (2021)Consumers’ Adoption and Use of E-Currencies in Virtual Markets in the Context of an Online GameJournal of Theoretical and Applied Electronic Commerce Research10.3390/jtaer1605007116:5(1266-1279)Online publication date: 13-Apr-2021
  • (2021)Pay to Play: Understanding Gamer's Motivation through Semantic AnalysisThe 23rd International Conference on Information Integration and Web Intelligence10.1145/3487664.3487688(168-175)Online publication date: 29-Nov-2021
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Published In

cover image Communications of the ACM
Communications of the ACM  Volume 54, Issue 4
April 2011
139 pages
ISSN:0001-0782
EISSN:1557-7317
DOI:10.1145/1924421
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 April 2011
Published in CACM Volume 54, Issue 4

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Cited By

View all
  • (2023)Factoring economic biases out of tokenomics2023 46th MIPRO ICT and Electronics Convention (MIPRO)10.23919/MIPRO57284.2023.10159876(1364-1369)Online publication date: 22-May-2023
  • (2021)Consumers’ Adoption and Use of E-Currencies in Virtual Markets in the Context of an Online GameJournal of Theoretical and Applied Electronic Commerce Research10.3390/jtaer1605007116:5(1266-1279)Online publication date: 13-Apr-2021
  • (2021)Pay to Play: Understanding Gamer's Motivation through Semantic AnalysisThe 23rd International Conference on Information Integration and Web Intelligence10.1145/3487664.3487688(168-175)Online publication date: 29-Nov-2021
  • (2020)Post-purchase Dissonance of Mobile Games ConsumerMultidisciplinary Social Networks Research10.1007/978-981-15-1758-7_8(93-105)Online publication date: 3-Jan-2020
  • (2016)Virtual Space Co-CreationJournal of Organizational and End User Computing10.5555/2938656.293866228:2(92-106)Online publication date: 1-Apr-2016
  • (2016)Pourquoi payer dans un jeu par navigateur gratuit ? Motivations à jouer et achat d’objets virtuelsManagement & Avenir10.3917/mav.082.0183N° 82:8(183-207)Online publication date: 18-Jan-2016
  • (2015)Spending Time with MoneyProceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing10.1145/2675133.2675230(1222-1234)Online publication date: 28-Feb-2015
  • (2015)Effects of the Use of Points, Leaderboards and Badges on In-Game Purchases of Virtual GoodsHCI in Business10.1007/978-3-319-20895-4_48(525-531)Online publication date: 21-Jul-2015
  • (2014)Modeling and Verification of Cooperation Incentive Mechanisms in User-Centric Wireless CommunicationsSecurity, Privacy, Trust, and Resource Management in Mobile and Wireless Communications10.4018/978-1-4666-4691-9.ch018(432-461)Online publication date: 2014
  • (2014)Valuation of Participation in Social GamingInternational Journal of Electronic Commerce10.2753/JEC1086-441518020118:2(11-50)Online publication date: 6-Dec-2014
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