2015
DOI: 10.1108/jd-09-2014-0135
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Seek, share, or withhold: information trading in MMORPGs

Abstract: Purpose – The purpose of this paper is to discuss the ways in which information acts as a commodity in massively multiplayer online role-playing games (MMORPGs), and how players pay for items and services with information practices. Design/methodology/approach – Through meta-theoretical analysis of the game environment as a set of information systems, one of retrieval and one social, the paper shows how players’ information practices inf… Show more

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Cited by 21 publications
(34 citation statements)
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“…Whereas digital goods such as music and photos can be duplicated, virtual goods are rivalrous implying that they can't be copied but are rather regulated by the rules of the given virtual economy. (Fairfield 2005;Lehdonvirta 2009;Hamari & Lehdonvirta 2010;Harviainen & Hamari 2015). Virtual goods are often categorized into appearance, social and functional based goods (e.g.…”
Section: Introductionmentioning
confidence: 99%
“…Whereas digital goods such as music and photos can be duplicated, virtual goods are rivalrous implying that they can't be copied but are rather regulated by the rules of the given virtual economy. (Fairfield 2005;Lehdonvirta 2009;Hamari & Lehdonvirta 2010;Harviainen & Hamari 2015). Virtual goods are often categorized into appearance, social and functional based goods (e.g.…”
Section: Introductionmentioning
confidence: 99%
“…This can be done by tweaking the game according to player behavior and introducing new content periodically (Alves & Roque 2007;Hamari 2011;Hamari & Lehdonvirta 2010;Hamari & Järvinen 2011;Nieborg 2015;Oh & Ryu 2007). Therefore, purchase decisions for in-game content are not only affected by people's general attitudes, consumption values, and motivations but also by the design decisions and the needs built into the game by the developers (Alha et al 2014;Hamari 2010;Hamari & Lehdonvirta 2010;Hamari & Keronen 2016;Hamari & Järvinen 2011;Harviainen & Hamari, 2015;Lin & Sun 2011;Paavilainen et al 2013).…”
Section: Introductionmentioning
confidence: 99%
“…photos, is that they are rivalrous; virtual goods cannot be duplicated in the same sense as digital goods and they exist in the virtual world (Fairfield 2005;Hamari and Lehdonvirta 2010;Harviainen and Hamari 2015;Lehdonvirta 2009). As with any goods, an important aspect of virtual goods along with their functionality is their appearance.…”
mentioning
confidence: 99%