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Biblio
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
(2010).
Retail spatial evolution: paving the way from traditional to metaverse retailing.
Electronic Commerce Research. 9(1-2), 135 – 148.
(2009).
Beyond e-business models: the road to virtual worlds.
Electronic Commerce Research. 9(1-2), 49 – 75. Abstract
(2009).
The development of VAG — a 3D virtual agribusiness environment and strategy game.
Electronic Commerce Research. 9(1-2), 27 – 47. Abstract
(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
(2009).
Online gaming: a scoping study of massively multi-player online role playing games.
Electronic Commerce Research. 9(1-2), 3 – 26. Abstract
(2009).
Virtual item purchase behavior in virtual worlds: an exploratory investigation.
Electronic Commerce Research. 9(1-2), 77 – 96. Abstract
(2009).
Virtual Item Sales as a Revenue Model: Identifying Attributes That Drive Purchase Decisions.
Electronic Commerce Research. 9(1-2), 97-113. Abstract
(2009).
As real as real? Macroeconomic behavior in a large-scale virtual world.
New Media Society. 11(5),
(2009).
Playing a Good Game: Ethical Issues in Researching MMOGs and Virtual Worlds.
International Journal of Internet Research Ethics. 2(1), Abstract
(2009).
Virtual Consumerism: Case Habbo Hotel.
Information, Communication & Society. 12(7), Abstract
Download: Lehdonvirta et al 2009 Virtual Consumerism.pdf (444.3 KB)
(2009).
Living in Multiple Spaces: MMORPGs and their Business Implications.
Academy of Management (AoM) Annual Conference.
(2008).
Consuming Code: Use-Value, Exchange-Value, and the Role of Virtual Goods in Second Life.
Journal of Virtual Worlds Research. 1(2), Abstract
(2008).
Inductive Metanomics: Economic Experiments in Virtual Worlds.
Journal of Virtual World Research. 1(1), Abstract
(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
(2008).
Virtual World Affordances: Enhancing Brand Value.
Journal of Virtual Worlds Research. 1(2), Abstract
(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
(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
(2008).
Brand Value in Virtual Worlds: An Axiological Approach.
Journal of Electronic Commerce Research. 9(3), 195-206. Abstract
(2008).
China Taxes Real Profits from Virtual World Transactions.
Advisory, Pillsbury Winthrop Shaw Pittman LLP. Abstract
(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
(2008).
Reciprocity and status in a virtual field experiment.
Preprints of the Max Planck Institute for Research on Collective Goods. . Abstract
(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
(2008).