Real-Money Trade of Virtual Assets: Ten Different User Perceptions
SSRN Electronic Journal
2005
- 37Citations
- 5,074Usage
- 69Captures
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Example: if you select the 1-year option for an article published in 2019 and a metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019. If you select the 3-year option for the same article published in 2019 and the metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019, 2018 and 2017.
Citation Benchmarking is provided by Scopus and SciVal and is different from the metrics context provided by PlumX Metrics.
Article Description
In massively multiplayer online games and similar virtual worlds, virtual assets such as accounts, currencies and items are increasingly being traded for real money. The phenomenon is controversial: while some players support it, many feel strongly against it. In this paper I describe different ways in which players perceive real-money trade and explain why a player might hold a particular view by referring to related research on player motivations. The results should help designers choose their strategy towards virtual asset trade and understand how the audience is likely to react to it.
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