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KÖPINTENTIONER I LEAGUE OF LEGENDS : En studie om drivkraften bakom köp av spelutsmyckningar / PURCHASE INTENTIONS IN LEAGUE OF LEGENDS : A study of motivations behind purchasing cosmetics in gamesJohansson, Emelina January 2023 (has links)
Denna studie utforskar vad som motiverar spelare till köp av utsmyckningar i spel. Studien undersöker League of Legends (2009) freemium modell och hur de uppnått sin framgång med säljandet av alternativa utseenden till spelkaraktären. Undersökningen studerar om och hur identifikation, demand through inconvenience och loot boxes påverkar spelarens beslut att köpa en viss spelutsmyckning. Data samlades in genom fokusgrupper och en mindre enkät där deltagarna fick diskutera frågor eller påståenden om ämnet. Målet är att skapa riktlinjer och ge råd till spelutvecklare för hur de uppnår framgång med säljandet av spelutsmyckningar och hur det blir omtyckt av spelare. Studien kommer fram till att spelare motiveras att köpa spelutmyckningar om spelet är underhållande och spelutsmyckningar är av god kvalitet, om spelaren favoriserar en viss karaktär och därmed köper många om inte alla spelutsmyckningar till den karaktären och slutligen väljer spelaren olika typer av spelutsmyckningar beroende på hur tävlingsinriktade de är. Dessutom finner undersökningen att identifikation inte var en drivande faktor till varför de köpte spelutsmyckningar i League of Legends (2009), men att det kan öka favorisering av en viss karaktär. Demand through inconvenience är förekommande i spelet League of Legends(2009) men rekommenderas att inte användas av etiska skäl. Loot boxes är inte värdesatta av League of Legends (2009) spelare men detta kräver ytterligare studier. Read more
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在台灣崛起中的電子圖書館計劃 / Emergent electronic library project in Taiwan吳寶林, Chaiyo Ngamviriyapong Unknown Date (has links)
No description available.
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Microtransactions and lotteries in video-games / Mikrotransaktioner och lotterier i videospelBarkman, Simon, Mattsson, Marcus January 2019 (has links)
Microtransactions are part of a business model used almost extensively in the video-gaming industry where developers offer virtual goods or features via micropayments. The concept is relatively new and still unknown to many but deeply rooted in modern video-game developers’ business strategies. Microtransactions are found in smartphone applications, online games played on computer or gaming consoles, and while the concept might be unfamiliar to many, the odds are most have encountered it. Most published games will feature in-game purchases where users have to option to purchase features, items or content for a small amount of money. A microtransaction in its most simplistic form is ad-removal, here developers offer the user a way to get rid of ads by charging a small amount, like $.99. While one microtransaction may seem insignificant, multiple impulsive purchases can quickly add up to considerable sums. This has resulted in the use of microtransactions becoming the most profitable business strategy for game developers. This study seeks to describe what stimulates a person to complete a purchase by using the components of hedonic motivation from the HMSAM theory leading to the research question: Which hedonic motivations induce use of microtransaction systems and does it vary by age? To research the phenomena a quantitative questionnaire was formed based on hedonic motivations, including three motivations added by the author, gathering responses from 398 video-game players having completed a microtransaction purchase. After analyzing the results, some components protruded more than others while the consensus suggested that the influence of hedonic motivation was comparatively low. The argument for this outcome may be that players see in-game items as objects of real-world value, making the microtransaction system within a game a utilitarian-motivation system. The general attitude towards microtransactions appeared to be poor which contradicts some elements of previous research while supporting others. This thesis will contribute to the field of informatics by complementing the traditional technology acceptance model (TAM) with hedonic motivations, as proposed by Lowry et al. in 2013. The author of this study argue it is a modernized way of researching intentions to use asort of system. Read more
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In what ways do game design students perceive microtransactions in free-to-play online PC games?Wolfram, Jakub, Näsberg, Rebecka January 2019 (has links)
In recent years, microtransactions have become a norm for monetization and a standardbusiness model in free-to-play games. This is something that affects multiple individuals andhas caused quite a stir among players. Through this research, we want to gain anunderstanding of why some microtransaction types might be considered more acceptable thanothers. In addition, to gaining potential data that could possibly give us a look into the futureof the design of microtransactions. We have gathered our data by conducting online chatbased semi-structured interviews with current and former university students studying gamedesign at Uppsala University.The research found that game design students have a predominantly negative opinion aboutmost microtransactions, especially when they were affecting the gameplay, contrary to whenthey were not.
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