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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Correlations and similarities between Loot Boxes and Gambling

Sandqvist, Alexander January 2021 (has links)
Loot boxes are items in video games that contain a randomized reward. Some of them can be purchased with real-world money. In recent years loot boxes have become very common in almost all of the top games. Because of its similarities to gambling there have been thoughts on branding loot boxes as a form of gambling. Some countries have already taken this matter into their own hands and banned certain loot boxes.But there are different loot boxes with different features. This study looks at what aspects of purchasing loot boxes correlate to form of gambling. By researching the top 10 games on steam and their loot boxes combined with a literature study. In conclusion it was found that the main features of Loot Boxes that correlate to a form of gambling are features that try to mirror or copy features from Electronic Game Machines or different casino games.
2

En studie om sambandet mellan olika mikrotransaktioner och varumärkesbild / A study about the relationship between different type of microtransactions and brand image

Kreem, Alexander, Persson, Jakob January 2022 (has links)
Syftet med den här studien var att förklara om det hur sambandet mellan olika typer av mikrotransaktioner i dataspel och konsumenters varumärkesbild ser ut. Studien utgick från frågeställningen: Hur ser sambandet mellan olika typer av mikrotransaktioner i dataspel och konsumenters varumärkesbild ut? Uppsatsens studie använde en kvantitativ metod som utgick från en deduktiv ansats. Datainsamling gjordes genom en enkät (n=118) med en Likertskala för att ta reda på sambandet mellan varumärkesbild och de olika mikrotransaktionerna. Slutsatserna som har dragits från resultatet av studien är att det finns ett starkt positivt samband mellan de olika typerna av mikrotransaktioner och varumärkesbild. / The purpose of this study was to explain if there is a relationship between different types of microtransactions in video games and consumers’ brand image. The research question of the study was: What does the relationship between different types of microtransactions in video games and consumers’ brand image look like? The study of this thesis used a quantitative research method and a deductive approach. Data collection was done through a survey (n=118), which used a Likert scale. This to see the relationship between brand image and the different types of microtransactions. The conclusions drawn from the results of the study are that there is a strong positive relationship between all the different types of microtransactions and brand image.
3

In-game transactions in Free-to-play games : Player motivation to purchase in-game content

Fristedt, Ted, Lo, Nicholas January 2019 (has links)
Throughout the last two years the revenues from in-game transactions in video-games have increased due to its growing presence both in traditional retail games as well as digital due to the fact that more and more games have become free. This growing presence is the basis for answering the question of what motivates players to spend money on in-game purchases in freeto-play games. The research found that having a well designed game is a very important factor that makes players purchase content. Many respondents made purchases based on emotional reasons such as wanting to look cool. People also made purchases to avoid grinding and to gain competitive advantages. In summary people think that their purchases were justifiable since the games are free but the common consensus is that while cosmetic items are acceptable, pay-towin items which provide a competitive advantage are not.
4

Spelutvecklares syn på free to play modellen

Körnung, Emil, Gustavsen, Mikael January 2023 (has links)
In free-to-play (F2P) games, development has rapidly progressed in recent years with the introduction of numerous new games as well as new revenue models. In 2014, a survey was conducted to understand how game developers themselves viewed the genre and its revenue models, but since then, there have been changes in the F2P model and the gaming industry. This survey aims to again examine how developers currently perceive the model and its evolution in recent years. Among players, there has been a perceived sense of unfairness regarding the F2P model, and the revenue models have been perceived as intrusive and aggressive. Some of these revenue models have also been linked to problematic gaming behavior due to their design. The research question underlying this study is: How do game developers view the current in-app purchase (IAP) model in mobile games? Is it possible to design it in a way that is not perceived as intrusive and unfair, while still serving as a viable revenue model for companies? To answer this question, the study employed a qualitative approach, conducting several semi-structured interviews with individuals working in the gaming industry. The interviews were then subjected to thematic analysis to identify codes and themes. The results indicate that developers generally have a positive attitude towards the F2P model. However, they do see issues with how some of the revenue models are implemented and presented to players. The interviewees expressed optimism about the future of F2P games, but they also believe that the revenue models may undergo changes.
5

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 games

Johansson, 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.
6

Microtransactions and lotteries in video-games / Mikrotransaktioner och lotterier i videospel

Barkman, 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.
7

Content Analysis of Video Game Loot Boxes in the Media

Humienny, Raymond Tyler 10 June 2019 (has links)
No description available.
8

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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