Proceedings of the 3rd International Conference on Software Engineering and Information Management 2020
DOI: 10.1145/3378936.3378948
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Buying the Unreal

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Cited by 8 publications
(3 citation statements)
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“…In-app purchases typically consist of purchasing online identities, avatar accessories, and virtual items for various reasons, including social interaction, community norms, expressing identity, performance expectations, and the need to escape reality (Halbusi, Estevez, Eleen, Ramayah, & Uzir, 2020). The referred in-game virtual items are intangibles provided in the games to improve the gamers' persona or their statistics (Syahrizal, Purwandari, Mishbah, & Dzulfikar, 2020). The games can make the gamers want to keep playing and willing to pay for a better experience (Shu-Hui et al, 2018).…”
Section: Introductionmentioning
confidence: 99%
“…In-app purchases typically consist of purchasing online identities, avatar accessories, and virtual items for various reasons, including social interaction, community norms, expressing identity, performance expectations, and the need to escape reality (Halbusi, Estevez, Eleen, Ramayah, & Uzir, 2020). The referred in-game virtual items are intangibles provided in the games to improve the gamers' persona or their statistics (Syahrizal, Purwandari, Mishbah, & Dzulfikar, 2020). The games can make the gamers want to keep playing and willing to pay for a better experience (Shu-Hui et al, 2018).…”
Section: Introductionmentioning
confidence: 99%
“…It has been a staple for Dota 2 ever since, making it one of the valve's most giant cash cows. Virtual in-game items refer to intangible products, which are made available in games to enhance the appearance of a gamer's online persona or increase the power statistics of a gamer's online persona (Syahrizal et al. , 2020).…”
Section: Introductionmentioning
confidence: 99%
“…It has been a staple for Dota 2 ever since, making it one of the valve's most giant cash cows. Virtual in-game items refer to intangible products, which are made available in games to enhance the appearance of a gamer's online persona or increase the power statistics of a gamer's online persona (Syahrizal et al, 2020). Important game purchases like buying online identity, avatar accessories and items occur because of numerous reasons like social norms in the community, social interaction, expression of identity, expectancy of performance and the need to escape from reality (Castronova, 2004;Guo and Barnes, 2009, 2011Al Halbusi et al, 2020).…”
Section: Introductionmentioning
confidence: 99%