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Purpose This paper aims to investigate how best to classify money laundering through online video games (i.e. virtual laundering). Currently, there is no taxonomy available for scholars and practitioners to refer to when discussing money laundering through online video games. Without a well-defined taxonomy it becomes difficult to reason through, formulate and implement effective regulatory measures, policies and security controls. As such, efforts to prevent and reduce virtual laundering incidence rates are hampered. Design/methodology/approach This paper proposes three mutually exclusive virtual laundering categorizations. However, instead of fixating on the processes undergirding individual instances of virtual laundering, it is argued that focusing on the initial locale of the illicit proceeds provides the appropriate framing within which to classify instances of virtual laundering. Thus, the act of classification becomes an ontological endeavour, rather than an attempt at elucidating an inherently varied process (as is common of the placement, layering and integration model). Findings A taxonomy is proposed that details three core virtual laundering processes. It is demonstrated how different virtual laundering categories have varied levels of associated risk, and thus, demand unique interventions. Originality/value To the best of the authors’ knowledge, this is the first taxonomy available in the knowledge base that systematically classifies instances of virtual laundering. The taxonomy is available for scholars and practitioners to use and apply when discussing how to regulate and formulate legislation, policies and appropriate security controls.
Purpose This paper aims to investigate how best to classify money laundering through online video games (i.e. virtual laundering). Currently, there is no taxonomy available for scholars and practitioners to refer to when discussing money laundering through online video games. Without a well-defined taxonomy it becomes difficult to reason through, formulate and implement effective regulatory measures, policies and security controls. As such, efforts to prevent and reduce virtual laundering incidence rates are hampered. Design/methodology/approach This paper proposes three mutually exclusive virtual laundering categorizations. However, instead of fixating on the processes undergirding individual instances of virtual laundering, it is argued that focusing on the initial locale of the illicit proceeds provides the appropriate framing within which to classify instances of virtual laundering. Thus, the act of classification becomes an ontological endeavour, rather than an attempt at elucidating an inherently varied process (as is common of the placement, layering and integration model). Findings A taxonomy is proposed that details three core virtual laundering processes. It is demonstrated how different virtual laundering categories have varied levels of associated risk, and thus, demand unique interventions. Originality/value To the best of the authors’ knowledge, this is the first taxonomy available in the knowledge base that systematically classifies instances of virtual laundering. The taxonomy is available for scholars and practitioners to use and apply when discussing how to regulate and formulate legislation, policies and appropriate security controls.
No abstract
The paper explores the specifics of the term "monetization" for video games and examines similar monetization systems for non-gaming platforms. It reviews the dynamics of the video game market as a whole, particularly the mobile game market, and analyzes the current state of the mobile gaming market. The stages of market formation and the evolution of digital goods are presented in chronological order, using video games as an example, along with the evolution of advertising integrations from the 1990s to the present day. Examples of advertising usage before the widespread adoption of mobile devices and connectivity are provided, such as product placement and DLC. The characteristic features of different sales systems are defined: Free-to-play, Freemium, Pay-to-play. Their advantages and distinctive monetization features are outlined, and the reasons for the dominance of Free-to-play and Freemium in the current mobile gaming market are identified. The work offers a detailed characterization of the main types of video advertising in mobile games: native advertising, video advertising, rewarded video ads, demos, and contextual advertising. The reasons for the proliferation of each type of advertising are revealed, and the main advantages and challenges of using video advertising, in general, are identified for both advertisers and publishers. Examples from modern mobile games and applications are systematized depending on the advertiser, the game distribution model, and the complexity of implementation. Specialized monetization elements specific to certain types of video advertising are examined. The research results can be used to build a monetization strategy for developing freemium and free-to-play gaming or entertainment projects, to assess the appropriateness of using video games as a platform for placing one's advertising, or to predict user behavior from the perspective of the experience economy and interaction with digital goods.
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