"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing Virtual Worlds
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Computers in Human Behavior
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As virtual economies begin to interact more with real world economies, it is important to consider the in-game activities that players engage in, which create and transfer game currency. Specifically, we examine products and services that players offer to each other within MMORPGs. We use Bartle's taxonomy of player types to illustrate the different behavioral approaches players have in consuming these products and services. We introduce the term virtual consumption to describe these in-game exchanges and highlight the need for further research into this phenomenon.