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Biblio
(2007). Anti-Social Contracts: The Contractual Governance of Online Communities.
Washington & Lee Legal Studies Paper. Abstract
(2009). As real as real? Macroeconomic behavior in a large-scale virtual world.
New Media Society. 11(5),
(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
(2007). Because Players Pay: The Business Model Influence on MMOG Design.
Proceedings of DiGRA 2007: Situated Play. 658-663. Abstract
(2009). Beyond e-business models: the road to virtual worlds.
Electronic Commerce Research. 9(1-2), 49 – 75. Abstract
(2008). Brand Value in Virtual Worlds: An Axiological Approach.
Journal of Electronic Commerce Research. 9(3), 195-206. Abstract
(2007). Business models and operational issues in the Chinese online game industry.
Telematics and Informatics. 24(2), 130 – 144. Abstract
(2005). Business Models for Online Communities: The Case of the Virtual Worlds Industry in China.
Proceedings of the 38th Annual Hawaii International Conference on System Sciences (HICSS’05). Abstract
(2007). Cash Trade Within the Magic Circle: Free-to-Play Game Challenges and Massively Multiplayer Online Game Player Responses.
Proceedings of DiGRA 2007: Situated Play. 335-343. Abstract
(2008). China Taxes Real Profits from Virtual World Transactions.
Advisory, Pillsbury Winthrop Shaw Pittman LLP. Abstract
(2005). The comparison of online game experiences by players in games of Lineage & EverQuest: Role play vs. Consumption.
Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play. Abstract
(2008). Consuming Code: Use-Value, Exchange-Value, and the Role of Virtual Goods in Second Life.
Journal of Virtual Worlds Research. 1(2), Abstract
(2006). A Cost-Benefit Analysis of Real-Money Trade in the Products of Synthetic Economies .
Info. 8(6), 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
(2003). Designing Virtual Worlds.
Abstract
(2009). The development of VAG — a 3D virtual agribusiness environment and strategy game.
Electronic Commerce Research. 9(1-2), 27 – 47. Abstract
(2007). The Dismal Economics of Virtual Worlds.
SIGMIS Database. 38(4), 106-109. Abstract
(2004). The Emergence of Digital Image Value Property Rights Created by Interactivity between Users and Items in Online Games.
Americas Conference of Information Systems (AMCIS 2004). Abstract
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