Academic literature on the topic 'Microtransactions'
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Journal articles on the topic "Microtransactions"
Febriandika, Nur Rizqi, Nurkholis Majid, and Rahul Kumar. "Review of Islamic Law on microtransaction contracts in the gacha system." Borobudur Law Review 4, no. 2 (August 20, 2022): 86–98. http://dx.doi.org/10.31603/burrev.6789.
Full textKostić, Zorana, and Nenad Tomić. "Implementation of the Game as a Service Research Model: Microperspective." Economic Themes 60, no. 1 (March 1, 2022): 57–75. http://dx.doi.org/10.2478/ethemes-2022-0004.
Full textRahiem, Vikry Abdullah, and Charisma Asri Fitrananda. "Persepsi Gamers tentang Aktivitas Microtransactions di Virtual Goods Marketplace Itemku.com." CoverAge: Journal of Strategic Communication 11, no. 2 (March 17, 2021): 103–12. http://dx.doi.org/10.35814/coverage.v11i2.2018.
Full textJarrett, Josh. "Gaming the gift: The affective economy of League of Legends ‘fair’ free-to-play model." Journal of Consumer Culture 21, no. 1 (February 2021): 102–19. http://dx.doi.org/10.1177/1469540521993932.
Full textPradhipta, Amelia Yeza. "Mekanisme ‘gacha’ dan ‘parasocial interaction’ pemain gim seluler." Jurnal Studi Komunikasi (Indonesian Journal of Communications Studies) 5, no. 1 (February 16, 2021): 215. http://dx.doi.org/10.25139/jsk.v5i1.2478.
Full textWilson James Metasurya Loa and Margaretha Pink Berlianto. "Drivers Of Purchase Intention And Willingness To Pay Microtransactions In Mobile Legends." Jurnal Manajemen 26, no. 3 (October 5, 2022): 567–90. http://dx.doi.org/10.24912/jm.v26i3.1022.
Full textMachado Dutra, Matheus José. "What is the Gaming Lifestyle?" Journal of Games, Game Art, and Gamification 6, no. 2 (December 31, 2021): 44–55. http://dx.doi.org/10.21512/jggag.v6i2.7891.
Full textMcCaffrey, Matthew. "The macro problem of microtransactions: The self-regulatory challenges of video game loot boxes." Business Horizons 62, no. 4 (July 2019): 483–95. http://dx.doi.org/10.1016/j.bushor.2019.03.001.
Full textRaneri, Phillip C., Christian Montag, Dmitri Rozgonjuk, Jason Satel, and Halley M. Pontes. "The role of microtransactions in Internet Gaming Disorder and Gambling Disorder: A preregistered systematic review." Addictive Behaviors Reports 15 (June 2022): 100415. http://dx.doi.org/10.1016/j.abrep.2022.100415.
Full textTulkinbekov, Khikmatullo, and Deok-Hwan Kim. "Deletion-Based Tangle Architecture for Edge Computing." Electronics 11, no. 21 (October 27, 2022): 3488. http://dx.doi.org/10.3390/electronics11213488.
Full textDissertations / Theses on the topic "Microtransactions"
Wolfram, Jakub, and Rebecka Näsberg. "In what ways do game design students perceive microtransactions in free-to-play online PC games?" Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-395292.
Full textArtz, Brian, and Alex Kitcheos. "Microtransactions : A Study of Consumer Behavior and Virtual Goods/Services Among Students at Linköping University in Sweden." Thesis, Linköpings universitet, Företagsekonomi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-129603.
Full textNielsen, Daniel. "Virtual Goods in Online Games - A study on players’ attitudes towards Lootboxes and Microtransactions in Online Games." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23630.
Full textAndrade, Daniel Rodrigues. "O impacto das microtransações num mundo digital." Master's thesis, Instituto Superior de Economia e Gestão, 2019. http://hdl.handle.net/10400.5/19934.
Full textEsta dissertação procura deduzir e medir o impacto que as microtransações causam na indústria dos videojogos, tanto do lado dos jogadores, como também dos prestadores de serviços, utilizando como base informação e dados recolhidos através de inquéritos online realizados a jogadores frequentes de videojogos, como também através de entrevistas semi-estruturadas a duas pessoas especialistas e experientes na área. Partindo dos inquéritos online, houve uma tentativa de entender se existe algum tipo de correlação entre as variáveis: rendimento bruto anual do agregado familiar de um jogador, consumo médio mensal de microtransações e número de horas semanais despendidas em jogo. Através das entrevistas, foi possível obter opiniões e perspetivas um pouco divergentes, em relação à forma como cada um observa o fenómeno. Todas as variantes de microtransações existentes foram devidamente explicadas, enunciando que tipo de implicações positivas e negativas elas podem gerar. Foi feito também um contexto histórico de como as microtransações evoluíram ao longo do tempo, argumentando que tipo de fatores poderão estar na base do surgimento das mesmas. Finalmente, foi suportado sempre que possível, dados estatísticos que comprovem a importância e relevância das microtransações na indústria dos videojogos.
This dissertation seeks to deduce and measure the impact that microtransactions have on the video game industry, both on the player's and service provider's side, based on information and data collected through online surveys answered from frequent video game players, as well as through semi-structured interviews with two experts and experienced workers in the video game industry. It was made a study if there is any kind of correlation between the following variables: player's household annual gross income, average monthly microtransaction consumption and number of hours per week spent playing. Through the interviews, it was possible to obtain somewhat divergent opinions and perspectives on how each one observes the phenomenon. All variants of existing microtransactions have been properly explained, stating what kind of positive and negative implications they can generate. It was also made a historical context of how microtransactions have evolved over time, arguing what kind of factors may underlie their emergence. Finally, statistical data supporting the importance and relevance of microtransactions in the video game industry were supported whenever possible.
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Singh, Martinez Mauricio, and Sini Tang. "Volitional Vanity : A study on the players of Path of Exile and their premium purchases." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447297.
Full textDenna kandidatuppsats presenterar en studie huvudsakligen fokuserad på spelarnas motivationer till köp av kosmetiska objekt i Path of Exile, ett ‘free-to-play’ actionrollspel. En “Konsumtionsteori” används i denna uppsats som dess teoretiska grund. Denna studie genomfördes genom nio intervjuer och en enkät där totalt 33 olika svar samlades in. Undersökningen visade att det fanns två huvudsakliga skäl till köp av kosmetiska objekt i spelet. Det dominerande skälet visades vara “villkorligt baserad” där spelare vill visa support åt spelet eller spelföretaget, medan nästa skäl visades vara “känslomässigt baserad” där spelarnas känslor höjs genom köp som förgyller spelupplevnaden. Studien visade även att den enda icke kosmetiska varan i Path of Exile köptes mycket ofta i relation till andra mikrotransaktioner i spelet, så ett “funktionellt baserat” skäl kommer även presenteras i uppsatsen. Denna studie kan bli hjälpsam åt speldesigners som vill lista ut en god monetäriseringsstrategi som inte fjärmar, utan välkomnar spelare, särskilt inom ‘free-to-play’ spel.
Fristedt, Ted, and Nicholas Lo. "In-game transactions in Free-to-play games : Player motivation to purchase in-game content." Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-387646.
Full textSun, Ran. "Risque de liquidité dans l'univers des fonds ouverts." Thesis, Paris Sciences et Lettres (ComUE), 2018. http://www.theses.fr/2018PSLED017/document.
Full textThis thesis studies the behaviour of investors in open-end mutual funds and its implications to the liquidity risk. We seek to help the fund managers to avoid the "fund run" scenarios where they loss their clients in a sudden way. We begin our research by collecting a unique data set which records the micro-transactions of fund investors. It allows us to monitor investors’ behaviour at the individual level and to accomplish three research articles around this topic. In the first article, we develop a self-exciting counting process to model the stylized facts of fund flows. Therefrom, we highlight a novel risk linked to the fund liability which is different than the asset-related risk documented by the previous literature. We also identify a liquidity contagion among different investors in a same fund. In the next chapter, we study the dispersion in the investing horizons of individual fund clients. These horizons are strongly determined by investors’ characteristics and economic conditions. We show that the fund managers suffer a pre-mature redemption risk, i.e. clients shorten their investing horizons and redeem pre-maturely. Especially, we observe a heterogeneity among investors: long-term ones bring a higher pre-mature redemption risk. In the last chapter, we are interested in the rebalance behaviour. We find that numerous investors hold a multi-funds portfolio and rebalance it to keep the target asset allocation
Holst, Christoffer, Viktor Johansson, and Steve Liljekvist. "Mikrotransaktioner : spelutvecklingsbranschens psykologiska spel." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-12609.
Full textIn today’s gaming industry it’s increasingly common to use business models that include microtransactions, in short in-game purchases. The recent rise of microtransactions has created many different opinions. This thesis was conducted to provide an insight of how the players perceive and relate to the phenomenon and further deepen the understanding of what game development companies do to get their players to make in-game purchases. To highlight the problem, the research question was formed as follows: How do players relate to microtransactions and how do game developers affect players to make purchases through microtransactions? The study was conducted with a questionnaire consisting of questions based on a mixed method. The nature of the questions was shaped with elements of both quantitative and qualitative approaches. 117 players responded on the questionnaire, which was analyzed and the result shows both positive and negative opinions about microtransactions and there were several different approaches that the game development companies use to convince their players to perform in-game purchases. Based on previous research, this study shows that the view on micro-transactions has changed to the positive. In particular, game development companies have recently focused on listening to their players leading to developed microtransactions based on player's needs but it need to be considered that a more positive view of microtransactions may potentially affect different degrees of addiction. The results in this study may affect the reader’s view of the phenomenon. The study highlights a new view of how players relate to the phenomenon that both contradicts and strengthens previous research, which may benefit game development companies as well as further research on the subject.
Bergstedt, Simon, and Pontus Skoglund. "The loot box dilemma : A qualitative thesis of video game players interactions and mitigation of unethical aspects in loot boxes." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96512.
Full textAlternativ för köp i videospel kallas mikrotransaktioner och har blivit en vanlig inkomstkälla för moderna videospel. Mikrotransaktioner avser små betalningar inuti videospel för att skaffa spelinnehåll. Fenomenet med mikrotransaktioner är ofta relaterat till "loot boxes". Definitionen för loot boxes är föremål i videospel som spelare kan köpa med riktiga pengar. Loot boxes, när de öppnas innehåller slumpmässiga belöningar. Ökningen av mikrotransaktioner har lett till oro för utsatta användare som överkonsumerar med för närvarande ingen lagstiftning eller konsumentskydd för mikrotransaktioner. Den slumpmässiga karaktären hos loot boxes har lett till diskussioner om likheterna med loot boxes och gambling. Den uppenbara likheten är att spelaren riskerar förlusten av riktiga pengar för en liten chans att få en värdefull belöning. Denna uppsats syftar till att undersöka videospelspelares motivationer, erfarenheter och spelvanor, för att senare fastställa riktlinjer för loot box-system. Empiriska metoder, såsom enkät och semistrukturerade intervjuer, användes för att samla in data. De etablerade teorierna Hedonic motivationssystem acceptance model (HMSAM) och theory of planned behaviour (TPB) användes som ett teoretiskt ramverk för att förstå den insamlade data. Resultaten av empiriska data visar negativa attityder för loot boxes. Teman gjordes för att skapa förståelse till de positiva och negativa attityderna. En designlösning i form av riktlinjer utvecklades utifrån dessa teman. Riktlinjerna implementerades i en designprototyp och utvärderades därefter av deltagare med ett frågeformulär för användarupplevelse. Resultaten från användarutvärderingen illustrerar en positiv inställning till designen, men inte övertygande nog. Deltagarna tar upp bekymmer över några funktioner i designen och hade svårt att se funktionerna implementeras i framtiden. Därför upprättades argument för ytterligare forskning av riktlinjerna.
Hallin, Douglas, and William Portin. "Pay to win : En studie om mikrotransaktioners förändring av upplevelsen i onlinespel." Thesis, Uppsala universitet, Institutionen för informatik och media, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-446332.
Full textGames are one of the biggest entertainment industries, which provides an opportunity for developers to generate a lot of money. The aim for this study is to identify the factors why playersfeel the need to make in-game purchases of virtual products in online games and how this willaffect the gaming experience. This will help game developers create a better business modelwith more optimized products by giving players what they desire. This study will be using aqualitative research design since it will make it easier to take part in different players' opinions.The results from the study show that emotional and functional factors have the greatest impacton decisions to buy virtual products in online games, and that the gaming experience benefitsas long as products do not affect gaming mechanisms.
Books on the topic "Microtransactions"
Book chapters on the topic "Microtransactions"
Gusmão, Pedro, Tiago Almeida, Francisco Lopes, Yuriy Muryn, José Martins, and Manuel Au-Yong-Oliveira. "Microtransactions in the Company’s and the Player’s Perspective: A Manual and Automatic Analysis." In Advances in Intelligent Systems and Computing, 440–51. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-16187-3_43.
Full textvan Roessel, Lies, and Jan Švelch. "Who Creates Microtransactions:." In Game Production Studies, 197–216. Amsterdam University Press, 2021. http://dx.doi.org/10.2307/j.ctv1hp5hqw.13.
Full textvan Roessel, Lies, and Jan Švelch. "Who Creates Microtransactions : The Production Context of Video Game Monetization." In Game Production Studies. Nieuwe Prinsengracht 89 1018 VR Amsterdam Nederland: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439_ch10.
Full textRoessel, Lies, and Jan Š. Švelch. "10. Who Creates Microtransactions : The Production Context of Video Game Monetization." In Game Production Studies, 197–216. Amsterdam University Press, 2021. http://dx.doi.org/10.1515/9789048551736-012.
Full textPorath, Jannik, and Augustin Suessmair. "Video Game Microtransactions & Loot Boxes - An Empirical Study on the Effectiveness of Social Responsibility Measures." In Gamification and Social Networks in Education, 19–50. MacroWorld, 2021. http://dx.doi.org/10.15340/978-625-00-0106-6_2.
Full textSiuda, Piotr, and Mark R. Johnson. "Microtransaction Politics in FIFA Ultimate Team: Game Fans, Twitch Streamers, and Electronic Arts." In EA Sports FIFA. Bloomsbury Academic, 2022. http://dx.doi.org/10.5040/9781501375378.ch-004.
Full textConference papers on the topic "Microtransactions"
Buchta, Karolina, Piotr Wojcik, Konrad Nakonieczny, Justyna Janicka, Damian Galuszka, Radoslaw Sterna, and Magdalena Igras-Cybulska. "Microtransactions in VR. A qualitative comparison between voice user interface and graphical user interface." In 2022 15th International Conference on Human System Interaction (HSI). IEEE, 2022. http://dx.doi.org/10.1109/hsi55341.2022.9869475.
Full textPetrovskaya, Elena, Sebastian Deterding, and David I. Zendle. "Prevalence and Salience of Problematic Microtransactions in Top-Grossing Mobile and PC Games: A Content Analysis of User Reviews." In CHI '22: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3491102.3502056.
Full textJayalath, S. A., Chathura Rajapakse, and J. M. D. Senanayake. "A microtransaction model based on blockchain technology to improve service levels in public transport sector in Sri Lanka." In 2020 International Research Conference on Smart Computing and Systems Engineering (SCSE). IEEE, 2020. http://dx.doi.org/10.1109/scse49731.2020.9313037.
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