The usability of massively multiplayer online roleplaying games: designing for new users
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Project massive: a study of online gaming communities
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Computer games and CS education: why and how
Proceedings of the 36th SIGCSE technical symposium on Computer science education
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Beyond Barbie and Mortal Kombat: new perspectives on gender, games and computing
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Second Life: The Official Guide
Second Life: The Official Guide
Designing Virtual Worlds
Business models and operational issues in the Chinese online game industry
Telematics and Informatics
Virtual worlds as a medium for advertising
ACM SIGMIS Database
Why people buy virtual items in virtual worlds with real money
ACM SIGMIS Database
Massively multiplayer online role-playing games: the past, present, and future
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Human-Currency Interaction: learning from virtual currency use in China
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Legal and policy issues of virtual property
International Journal of Web Based Communities
Virtual item sales as a revenue model: identifying attributes that drive purchase decisions
Electronic Commerce Research
CoNEXT '08 Proceedings of the 2008 ACM CoNEXT Conference
DACA: Dynamic Anti-Cheating Architecture for MMOGs
AINA '09 Proceedings of the 2009 International Conference on Advanced Information Networking and Applications
The Theoretic and Empirical Analysis on the Impact of Network Virtual Money on Real Money Supply
ICFCC '09 Proceedings of the 2009 International Conference on Future Computer and Communication
A framework for evaluating business lead users' virtual reality innovations in Second Life
Electronic Commerce Research
Cache server and white list filtering for the second life
ICACT'09 Proceedings of the 11th international conference on Advanced Communication Technology - Volume 1
The evolution of social behavior over time in second life
Presence: Teleoperators and Virtual Environments
The Monetary Value of Virtual Goods: An Exploratory Study in MMORPGs
HICSS '10 Proceedings of the 2010 43rd Hawaii International Conference on System Sciences
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Computer games have become an important socio-economic phenomenon. Millions of people play online games and game vendors' revenues are increasing. As a new emergence, virtual (i.e. in-game) goods are traded for real money. However, not much research has yet been conducted on the monetary effects of virtual economies. Therefore, we present the theoretical background and a study of how the monetary value of virtual goods is influenced by game vendors. The study is based on a large dataset gained from web shops that we monitored for a period of several months and is analyzed in order to find out whether effects known from real economies apply to their virtual counterparts. We not only present our findings, but also discuss them and derive directions for future research.