News, research and discussion on virtual goods, currencies and economies globally.

Biblio

Found 109 results

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2010
Hamari, J., & Lehdonvirta V. (2010).  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
2009
Cagnina, M R., & Poian M. (2009).  Beyond e-business models: the road to virtual worlds. Electronic Commerce Research. 9(1-2), 49 – 75. Abstract
Guo, Y., & Barnes S. (2009).  Virtual item purchase behavior in virtual worlds: an exploratory investigation. Electronic Commerce Research. 9(1-2), 77 – 96. Abstract
Mckee, H. A., & Porter J. E. (2009).  Playing a Good Game: Ethical Issues in Researching MMOGs and Virtual Worlds. International Journal of Internet Research Ethics. 2(1),  Abstract
Lehdonvirta, V., Wilska T-A., & Johnson M. (2009).  Virtual Consumerism: Case Habbo Hotel. Information, Communication & Society. 12(7),  Abstract  Download: Lehdonvirta et al 2009 Virtual Consumerism.pdf (444.3 KB)
2008
Li, F., Papagiannidis S., & Bourlakis M. (2008).  Living in Multiple Spaces: MMORPGs and their Business Implications. Academy of Management (AoM) Annual Conference.
Atlas, S. A. (2008).  Inductive Metanomics: Economic Experiments in Virtual Worlds. Journal of Virtual World Research. 1(1),  Abstract
Barnes, S., & Mattsson J. (2008).  Brand Value in Virtual Worlds: An Axiological Approach. Journal of Electronic Commerce Research. 9(3), 195-206. Abstract
Nicklisch, A., & Salz T. (2008).  Reciprocity and status in a virtual field experiment. Preprints of the Max Planck Institute for Research on Collective Goods. . Abstract
Qun Ren, J., & Hardwick P. (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