What motivates people to purchase virtual items via gacha mechanics of video games? A case study of Chinese game players
Game industry is booming nowadays. Regarding the rapid expansion of global games market, more companies have not only devoted themselves to entertain consumers, but have also kept on innovating the business models to adapt to the times. Thus, a variety of new monetization methods are created by comb...
| Main Author: | Zeng, Ziyan |
|---|---|
| Format: | Dissertation (University of Nottingham only) |
| Language: | English |
| Published: |
2018
|
| Subjects: | |
| Online Access: | https://eprints.nottingham.ac.uk/54076/ |
Similar Items
Exploring the characteristics of violent video game players
by: Phillips, R.S.
Published: (2018)
by: Phillips, R.S.
Published: (2018)
Collecting: a way of exploring the difficulty to leave game world
by: Guo, Yichen
Published: (2015)
by: Guo, Yichen
Published: (2015)
Psychological and Social Gratification Factors Related to Pathological Gaming among Undergraduate Students
by: Ng, You Ming
Published: (2011)
by: Ng, You Ming
Published: (2011)
The role of consumer fanaticism in the acceptance of brand extensions: merchandising in the video games market
by: Young, Joshua, et al.
Published: (2010)
by: Young, Joshua, et al.
Published: (2010)
Video gaming as practical accomplishment: ethnomethodology, conversation analysis and play
by: Reeves, Stuart, et al.
Published: (2016)
by: Reeves, Stuart, et al.
Published: (2016)
Video gaming as practical accomplishment: ethnomethodology, conversation analysis, and play
by: Reeves, Stuart, et al.
Published: (2017)
by: Reeves, Stuart, et al.
Published: (2017)
Strategic choice of entry mode into China: the case of video games firms
by: Ukrit, Nuchana
Published: (2008)
by: Ukrit, Nuchana
Published: (2008)
Engagement through play? The relationship between video games and political engagement
by: Wagner, Hanne Gesine
Published: (2020)
by: Wagner, Hanne Gesine
Published: (2020)
Pursuit differential games of many players on surface of cylinder and cone
by: Karapanan, Piriatharisini
Published: (2022)
by: Karapanan, Piriatharisini
Published: (2022)
Special issue: Games and gaming in China
by: Liboriussen, Bjarke, et al.
Published: (2016)
by: Liboriussen, Bjarke, et al.
Published: (2016)
The Effective Integration of Digital Games and Learning Content
by: Habgood, Matthew Peter Jacob
Published: (2007)
by: Habgood, Matthew Peter Jacob
Published: (2007)
Designing brutal multiplayer video games
by: Marshall, Joe, et al.
Published: (2016)
by: Marshall, Joe, et al.
Published: (2016)
A STUDY OF HEDONIC CONSUMPTION AND EXPERIENTIAL MARKETING IN THE PC/VIDEO GAMING INDUSTRY
by: Shanbhog, Krishna, M.
Published: (2007)
by: Shanbhog, Krishna, M.
Published: (2007)
Interrelationships of contextual factors, personal factors and gaming behaviour among adolescents in Malaysia
by: Fam, Jia Yuin
Published: (2021)
by: Fam, Jia Yuin
Published: (2021)
Augmented reality to induce enjoyment in edutainment mobile game
by: Oo Yew, Beng Keat, et al.
Published: (2018)
by: Oo Yew, Beng Keat, et al.
Published: (2018)
Digital game education: designing interventions to encourage players’ informed reflections on their digital gaming practices
by: Marques de Albuquerque, Rafael
Published: (2016)
by: Marques de Albuquerque, Rafael
Published: (2016)
Evidence-based guidelines for wise use of electronic games by children
by: Straker, Leon, et al.
Published: (2014)
by: Straker, Leon, et al.
Published: (2014)
A lived and living UK gaming oral history: untangling narratives of resistance and resurgence in videogame space
by: Kaufman, Imo
Published: (2025)
by: Kaufman, Imo
Published: (2025)
Violent video games and aggressive behaviour with parental monitoring as moderator among adolescents in Petaling, Selangor, Malaysia
by: Ahmad Zaki, Azimah
Published: (2017)
by: Ahmad Zaki, Azimah
Published: (2017)
Gambling Revenues as a Public Administration Issue: Electronic Gaming Machines in Victoria
by: Pickernell, D., et al.
Published: (2013)
by: Pickernell, D., et al.
Published: (2013)
Multi pursuer differential game of optimal approach with integral constraints on player controls
by: Abd Rasid, Norshakila
Published: (2013)
by: Abd Rasid, Norshakila
Published: (2013)
Differential games with many pursuers and integral constraints on controls of players
by: Ali Allahabi, Fateh Abdo
Published: (2011)
by: Ali Allahabi, Fateh Abdo
Published: (2011)
Relationships between temperament, character, motivation for games and problematic video game-play among adolescents in Ahwaz, Iran
by: Mohammadzadeh, Parvin
Published: (2016)
by: Mohammadzadeh, Parvin
Published: (2016)
Active video games: An opportunity for enhanced learning and positive health effects?
by: Maddison, R., et al.
Published: (2013)
by: Maddison, R., et al.
Published: (2013)
Fortune run: a mobile game showcasing cultural celebration in Malaysia
by: Chong, Yong Khong, et al.
Published: (2018)
by: Chong, Yong Khong, et al.
Published: (2018)
Taking the Gamble: Local and Regional Policy Issues of Access to Electronic Gaming Machines (EGMs): A Case Study of Victoria, Australia
by: Pickernell, D., et al.
Published: (2013)
by: Pickernell, D., et al.
Published: (2013)
An exploration of the relationship between exposure to violent video games and moral reasoning about violence
by: Tan, Ee Ee
Published: (2021)
by: Tan, Ee Ee
Published: (2021)
Virtual rehabilitation: what are the practical barriers for home-based research?
by: Threapleton, Kate, et al.
Published: (2016)
by: Threapleton, Kate, et al.
Published: (2016)
Video gaming and gaming addiction in transgender people: an exploratory study
by: Arcelus, Jon, et al.
Published: (2017)
by: Arcelus, Jon, et al.
Published: (2017)
Critical Gaming: Interactive History and Virtual Heritage
by: Champion, Erik
Published: (2015)
by: Champion, Erik
Published: (2015)
The Complicit Player: How Assassin’s Creed II, Bioshock and Dark Souls Use Narrative and Gameplay Design to Make the Player Complicit with the Actions of the Player-Character
by: Muggeridge, B.G.M.
Published: (2021)
by: Muggeridge, B.G.M.
Published: (2021)
Military computer games and the new American militarism: what computer games teach us about war
by: Thomson, Matthew Ian Malcolm
Published: (2009)
by: Thomson, Matthew Ian Malcolm
Published: (2009)
Theoretical Issues for Game-based Virtual Heritage
by: Champion, Erik
Published: (2015)
by: Champion, Erik
Published: (2015)
Alcohol and tobacco content in UK video games and their association with alcohol and tobacco use among young people
by: Cranwell, J.C., et al.
Published: (2016)
by: Cranwell, J.C., et al.
Published: (2016)
Education game / Azree Ramli
by: Ramli, Azree
Published: (2004)
by: Ramli, Azree
Published: (2004)
MQUIT (Game Money) / Wan Noor Faaizah Wan Omar ... [et al.]
by: Wan Omar, Wan Noor Faaizah, et al.
Published: (2018)
by: Wan Omar, Wan Noor Faaizah, et al.
Published: (2018)
Teaching Engineering Ethics using BLOCKS Game
by: Lau, Shiew Wei, et al.
Published: (2013)
by: Lau, Shiew Wei, et al.
Published: (2013)
Expanding exertion gaming
by: Marshall, Joe, et al.
Published: (2016)
by: Marshall, Joe, et al.
Published: (2016)
Permainan mudah alih dan kanak-kanak / Aznan Omar
by: Aznan, Omar
Published: (2017)
by: Aznan, Omar
Published: (2017)
World of KidsMath: Adventure game-based learning Mathematics for preschool children / Muhammad Amirul Hakim Amri
by: Amri, Muhammad Amirul Hakim
Published: (2015)
by: Amri, Muhammad Amirul Hakim
Published: (2015)
Similar Items
-
Exploring the characteristics of violent video game players
by: Phillips, R.S.
Published: (2018) -
Collecting: a way of exploring the difficulty to leave game world
by: Guo, Yichen
Published: (2015) -
Psychological and Social Gratification Factors Related to Pathological Gaming among Undergraduate Students
by: Ng, You Ming
Published: (2011) -
The role of consumer fanaticism in the acceptance of brand extensions: merchandising in the video games market
by: Young, Joshua, et al.
Published: (2010) -
Video gaming as practical accomplishment: ethnomethodology, conversation analysis and play
by: Reeves, Stuart, et al.
Published: (2016)