Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
The life and death of online gaming communities: a look at guilds in world of warcraft
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Human-Currency Interaction: learning from virtual currency use in China
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Dark Gold: Statistical Properties of Clandestine Networks in Massively Multiplayer Online Games
SOCIALCOM '10 Proceedings of the 2010 IEEE Second International Conference on Social Computing
A new look at World of Warcraft's social landscape
Proceedings of the 6th International Conference on Foundations of Digital Games
If you build it they might stay: retention mechanisms in World of Warcraft
Proceedings of the 6th International Conference on Foundations of Digital Games
Proceedings of the 2013 conference on Computer supported cooperative work
How players value their characters in world of warcraft
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
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Buying virtual currencies with real money from a third-party often violates the terms of use of online games. This study quantitatively investigates players who buy in-game gold from a third-party in World of Warcraft. A cross-cultural survey dataset of 2865 players reveals that differences between Asian and Western players are negligible compared to differences across genders, job categories, and play motivations. Our findings have implications for the design and study of interactions between players and virtual currencies.