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Article
Publication date: 1 November 2006

Edward Castronova

Macro goals: To alert the telecommunications policy community to the emergence of persistent online worlds as a communications and policy issue. Also to provide game

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1500

Abstract

Purpose

Macro goals: To alert the telecommunications policy community to the emergence of persistent online worlds as a communications and policy issue. Also to provide game industry decisionmakers with solid economic research on which to base policy decisions. Third, to connect these two communities to each other, for mutual benefit. Micro goals: to conduct a solid cost‐benefit analysis of a knotty problem in game economics: what to do about people who break the rules and use real money to buy game items (swords, wands, gold pieces, etc.)

Design/methodology/approach

Traditional cost‐benefit analysis. Consumer surplus analysis of externality effects, with a parameterized estimate of effects sizes.

Findings

Real‐money trading acts as a negative externality on the game subscription market. Seems likely to amount to several million dollars per 100,000 users per year.

Research limitations/implications

The effects sizes are simulated only. More data from the game industry are needed before one can put a solid dollar estimate on them. Also, much of the material in the paper had to be really elementary in order for the results to make sense for both policy economists and game industry analysts.

Practical implications

The analysis indicates a prima facie case for public policy intervention to help shield synthetic worlds from the deleterious effects of the global gold farming industry.

Originality/value

Interest in real‐money trade in gaming is growing, as indicated by the extent of online discussion by gaming scholars. Despite this, the literature on the economic and policy issues raised by the topic is limited. The article is an original piece of work that takes understanding forward.

Details

info, vol. 8 no. 6
Type: Research Article
ISSN: 1463-6697

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Content available
Article
Publication date: 14 October 2021

Shang Gao and Ying Li

The purpose of the research is to investigate users’ adoption of blockchain-based games in China.

Abstract

Purpose

The purpose of the research is to investigate users’ adoption of blockchain-based games in China.

Design/methodology/approach

This research applied existing technology diffusion theories to develop a research model to examine users’ adoption of blockchain-based games. As a result, a research model with nine research hypotheses was developed. The developed research model was empirically tested using data collected from a survey of 210 blockchain-based games users. Structural equation modeling was applied to analyse the collected data.

Findings

The results indicated that seven of nine research hypotheses were supported. It was found that trust, perceived usefulness, perceived enjoyment and perceived ease of use were key determinants for users’ behavioural intention to use blockchain-based games. The most influential relationship in the research model appeared to be the effect of perceived usefulness on users’ behavioural intention to use blockchain-based games. However, subjective norms did not have significant positive impacts on users’ behavioural intention to use blockchain-based games.

Practical implications

The regulatory support from governmental authorities is essential to provide additional legal certainty to build users’ trust in playing blockchain-based games. Blockchain-based games providers should arrange the training program targeted to the general users to enhance their understanding of the key features associated with blockchain-based games. Blockchain-based games developers should come up with good design solutions to maximize user enjoyment with blockchain-based games by considering additional entertainment elements.

Originality/value

To the best of the authors’ knowledge, this study is first of its kind in investigating the adoption of blockchain-based games from users’ perspectives. This study contributes to the existing literature on the adoption of blockchain technology.

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The Electronic Library , vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0264-0473

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Article
Publication date: 7 August 2017

Xuexin Xu, Xiaodong Yang, Junhua Lu, Ji Lan, Tai-Quan Peng, Yingcai Wu and Wei Chen

Massively multiplayer online role-playing games (MMORPGs) create quasi-real social systems in which players can interact with one another, and quasi-real economic systems…

Abstract

Purpose

Massively multiplayer online role-playing games (MMORPGs) create quasi-real social systems in which players can interact with one another, and quasi-real economic systems where players can consume and trade in-game items with virtual currency. The in-game currency price, an important indicator of a virtual economy, is highly contingent on players’ behavioral interaction in MMORPGs. The purpose of this paper is to adopt a network perspective to examine how topological characteristics of social networks in an MMORPG, namely, network externalities, density, and closure, would exert impacts on the in-game currency price.

Design/methodology/approach

Players’ behavioral data were collected from a popular MMORPG in China on a weekly basis for 52 weeks. With a time series analytical approach, the empirical model for the price function of in-game currency was estimated with vector autoregression.

Findings

The results show that the number of core avatars and network density are positively associated with in-game currency price, while network closure has a negative effect on in-game currency price. However, in-game currency price is found to have no significant relationship with the trade volume of the currency.

Originality/value

This study fills in an important research gap by investigating factors influencing the in-game currency price of MMORPGs from a network perspective, which contributes to the existing literature of network effects and advances our understanding about how players’ interaction will influence the dynamics of a virtual economy. The findings could offer useful insights for online game companies to better understand their players’ social interaction and consumption behavior.

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Internet Research, vol. 27 no. 4
Type: Research Article
ISSN: 1066-2243

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Book part
Publication date: 1 October 2007

Mostafa Beshkar and Eric W. Bond

We survey several of the theoretical models that have been applied to the analysis of the GATT/WTO dispute settlement process. These include repeated game models, which…

Abstract

We survey several of the theoretical models that have been applied to the analysis of the GATT/WTO dispute settlement process. These include repeated game models, which emphasize the punishment aspect of dispute settlement, and incomplete contracting models, which emphasize the “gap-filling” aspect. Our analysis emphasizes the implications of these models for the strengthening of the dispute settlement process under the WTO and for its application to the TRIPS agreement. We also discuss how models of settlement bargaining can be applied to obtain empirical predictions about which cases will actually proceed to an actual finding by the dispute panel.

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Intellectual Property, Growth and Trade
Type: Book
ISBN: 978-1-84950-539-0

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Article
Publication date: 24 December 2020

Lei Wei, Yiting (Demi) Hao, Hong Zhu and Jun (Justin) Li

The 2019 novel coronavirus (COVID-19) pandemic has affected many countries around the world. Due to the debate on the source of the outbreak, wildlife meat consumption has…

Abstract

Purpose

The 2019 novel coronavirus (COVID-19) pandemic has affected many countries around the world. Due to the debate on the source of the outbreak, wildlife meat consumption has gained international attention and become an area that requires further exploration. The purpose of this research is to explore the differences in game consumption motivations and behaviours among populations in northern and southern China.

Design/methodology/approach

An online survey on wild meat awareness with (potential) game consumers across the country as target groups was conducted.

Findings

Results from this study showed that consumers in the southern region have a preference for wildlife. This preference was determined by factors such as natural environment, history and culture and the level of economic development. However, there was no significant difference in the frequency of game consumption between the north and south since game meat is not a major component of the daily diet.

Practical implications

The government should consider banning this trade permanently to prevent future disease outbreaks caused by wildlife-to-human transmissions.

Originality/value

The consumption of game meat is regional, but the animals in game trades live across a wider area, and thus, game trades have a global influence on ecological systems and human health. Therefore, this epidemic is also a global concern, which might lead people to display a highly negative attitude towards consuming game meat.

Details

British Food Journal, vol. 123 no. 8
Type: Research Article
ISSN: 0007-070X

Keywords

Content available
Article
Publication date: 31 July 2009

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165

Abstract

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Journal of Consumer Marketing, vol. 26 no. 5
Type: Research Article
ISSN: 0736-3761

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Article
Publication date: 15 November 2018

Marie A. Yeh, Robert D. Jewell and Cesar Zamudio

This study aims to investigate age and gender differences in young consumers’ attribute preferences that underlie their choice decisions. This research proposes and finds…

Abstract

Purpose

This study aims to investigate age and gender differences in young consumers’ attribute preferences that underlie their choice decisions. This research proposes and finds that attribute preferences are moderated by age but not gender. Understanding how children at different ages evaluate a product’s attributes is essential to new children’s product development.

Design/methodology/approach

Hierarchical Bayesian choice-based conjoint analysis was used to assess attribute importance via a series of choice tasks among children and adults. Adults completed the study by survey, whereas children were interviewed and led through the choice tasks.

Findings

This research finds that the preference structure for a product’s attributes differs systematically based on the age of children. Younger children chose based on perceptually salient attributes of a product, whereas older children chose based on cognitively salient attributes. When children’s attribute preferences are compared to adults, older children value attributes more similarly to adults than younger children. While gender differences were proposed and found, further analysis indicated that these differences were driven by adults in the sample and that no gender differences existed in the children’s age categories.

Originality/value

This study is the first to study children’s preference structure in complex choices with different ages preferring different attributes. By using conjoint analysis, this research is able to understand children’s underlying decision process, as utility scores are obtained providing a level of precision for understanding the underlying process of children’s choices that other studies have not used.

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Young Consumers, vol. 20 no. 1
Type: Research Article
ISSN: 1747-3616

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The Political Economy of Policy Reform: Essays in Honor of J. Michael Finger
Type: Book
ISBN: 978-0-44451-816-3

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Book part
Publication date: 1 January 2004

Bernard Hoekman

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The Political Economy of Policy Reform
Type: Book
ISBN: 978-0-44451-816-3

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Article
Publication date: 20 June 2016

Dina H. Bassiouni and Chris Hackley

This paper aims to investigate children’s experience as consumers of video games and associated digital communication technology, and the role this experience may play in…

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2668

Abstract

Purpose

This paper aims to investigate children’s experience as consumers of video games and associated digital communication technology, and the role this experience may play in their evolving senses of identity.

Design/methodology/approach

Qualitative depth interviews and discussions were conducted in a convenience sample consisting of 22 children of both genders aged 6-12 years, parents and video games company executives in the southwest of the UK. The fully transcribed data sets amounting to some 27,000 words were analysed using discourse analysis.

Findings

The findings revealed the heightened importance that the knowledge of video games plays in children’s strategies for negotiating their nascent sense of identity with regard to peer groups, family relationships and gender identity. Video games were not only a leisure activity but also a shared cultural resource that mediated personal and family relationships.

Research limitations/implications

The study is based on an interpretive analysis of data sets from a small convenience sample, and is therefore not statistically generalisable.

Practical implications

This study has suggested that there may be positive benefits to children’s video game playing related to aspects of socialisation, emotional development and economic decision-making. An important caveat is that these benefits arise in the context of games as part of a loving and ordered family life with a balance of activities.

Social implications

The study hints at the extent to which access to video games and associated digital communications technology has changed children’s experience of childhood and integrated them into the adult world in both positive and negative ways that were not available to previous generations.

Originality/value

This research addresses a gap in the field and adds to an understanding of the impact of video games on children’s development by drawing on children’s own expression of their subjective experience of games to engage with wider issues of relationships and self-identity.

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