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Virtual goods in online worlds: basics, characteristics and monetization

dc.contributor.authorFrieling, Jens
dc.contributor.editorHorbach, Matthias
dc.date.accessioned2019-03-07T09:32:44Z
dc.date.available2019-03-07T09:32:44Z
dc.date.issued2013
dc.description.abstractIn recent years the Internet has brought to the forefront an entirely new form of products: virtual goods. In a narrow sense these are digital items such as clothing for avatars. Unlike traditional digital goods (like musicfiles etc.) these objects live exclusively online in synthetic worlds such as Second Life or World of Warcraft and therefore may be consumed only on the internet. This article provides a practical overview on the virtual-goods-market and considers special characteristics of this young type of products. It is meant to be a short glance throughout diverse aspects of the phenomenon and associated research fields (e.g. legal aspects, new revenue models for online games, game-design-concepts and virtual consumption).en
dc.identifier.isbn978-3-88579-614-5
dc.identifier.pissn1617-5468
dc.identifier.urihttps://dl.gi.de/handle/20.500.12116/20726
dc.language.isoen
dc.publisherGesellschaft für Informatik e.V.
dc.relation.ispartofINFORMATIK 2013 – Informatik angepasst an Mensch, Organisation und Umwelt
dc.relation.ispartofseriesLecture Notes in Informatics (LNI) - Proceedings, Volume P-220
dc.titleVirtual goods in online worlds: basics, characteristics and monetizationen
dc.typeText/Conference Paper
gi.citation.endPage3107
gi.citation.publisherPlaceBonn
gi.citation.startPage3097
gi.conference.date16.-20. September 2013
gi.conference.locationKoblenz
gi.conference.sessiontitleRegular Research Papers

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