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Why do people buy virtual goods: A meta-analysis
J Hamari, L Keronen - Computers in Human Behavior, 2017 - Elsevier
During the last decade, virtual goods have become an important target of consumption
online (especially in games, virtual worlds and social networking services) amongst physical …
online (especially in games, virtual worlds and social networking services) amongst physical …
Crushing candy: The free-to-play game in its connective commodity form
DB Nieborg - Social Media+ Society, 2015 - journals.sagepub.com
The goal of this article is to add a complementary perspective to the study of social network
sites by surveying how the political economy of social media platforms relates to the …
sites by surveying how the political economy of social media platforms relates to the …
Do badges increase user activity? A field experiment on the effects of gamification
J Hamari - Computers in human behavior, 2017 - Elsevier
During recent years, the practice of adding game design to non-game services has gained a
relatively large amount of attention. Popular discussion connects gamification to increased …
relatively large amount of attention. Popular discussion connects gamification to increased …
eSports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling
Twenty years since the Internet transformed gambling products and services, the
convergence of online games and gambling has initiated a new means of consuming …
convergence of online games and gambling has initiated a new means of consuming …
[책][B] Global games: Production, circulation and policy in the networked era
A Kerr - 2017 - taylorfrancis.com
In the last decade our mobile phones have been infiltrated by angry birds, our computers by
leagues of legends and our social networks by pleas for help down on the farm. As digital …
leagues of legends and our social networks by pleas for help down on the farm. As digital …
The Pokémon GO experience: A location-based augmented reality mobile game goes mainstream
Pokémon GO is a location-based augmented reality mobile game based on the Pokémon
franchise. After the game was launched globally in July 2016, it quickly became the most …
franchise. After the game was launched globally in July 2016, it quickly became the most …
Why do players buy in-game content? An empirical study on concrete purchase motivations
Selling in-game content has become a popular revenue model for game publishers. While
prior research has investigated latent motivations as determinants of in-game content …
prior research has investigated latent motivations as determinants of in-game content …
[HTML][HTML] " Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games
Freemium has become de facto business model for games and many other online services.
We investigate how consumers' perceived value is associated with their intention to use …
We investigate how consumers' perceived value is associated with their intention to use …
Why do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment
J Hamari - International journal of information management, 2015 - Elsevier
In this study we investigate purchase behavior for virtual goods in three free-to-play game
environments. In the modern free games, publishers sell virtual goods in order to generate …
environments. In the modern free games, publishers sell virtual goods in order to generate …
Promoting sales of online games through customer engagement
With keen competition in the online game industry, game developers and publishers are
finding new ways to induce players' to spend money on subscriptions and virtual items. As …
finding new ways to induce players' to spend money on subscriptions and virtual items. As …