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Biblio
Found 15 results
Author
Keyword
Title
Type
Year
2010
Hamari, Juho
, &
Vili Lehdonvirta
(2010).
Game design as marketing: How game mechanics create demand for virtual goods
.
International Journal of Business Science and Applied Management. 5
(1), 14-29.
Abstract
2009
Hsu, S. H.
,
M. H. Wen
, &
M. C. Wu
(2009).
Exploring user experiences as predictors of MMORPG addiction
.
Computers & Education. 53,
990-999.
Abstract
Lemmens, J. S.
,
P. M. Valkenburg
, &
J. Peter
(2009).
Development and Validation of a Game Addiction Scale for Adolescents
.
Media Psychology. 12,
77-95.
Abstract
2008
Holsapple, C. W.
, &
J. Wu
(2008).
Building effective online game websites with knowledge-based trust
.
Information Systems Frontiers. 10,
47-60.
Abstract
2007
Martey R. M. Stromer-Galley, J.
(2007).
The Digital Dollhouse: Context and Social Norms in The Sims Online
.
Games and Culture. 2
(4), 314-334.
Abstract
Hsu, C. L.
, &
H. P. Lu
(2007).
Consumer behavior in online game communities: A motivational factor perspective
.
Computers in Human Behavior. 23,
1642-1659.
Abstract
Ducheneaut, N.
,
R. J. Moore
, &
E. Nickell
(2007).
Virtual "third places": A case study of sociability in massively multiplayer games
.
Computer Supported Cooperative Work: CSCW: An International Journal. 16,
129-166.
Abstract
Seay, A. F.
, &
R. E. Kraut
(2007).
Project massive: Self-regulation and problematic use of online gaming
.
Conference on Human Factors in Computing Systems - Proceedings.
829-838.
Abstract
2006
Lowood, Henry
(2006).
Storyline, Dance/Music, or PvP?: Game Movies and Community Players in World of Warcraft
.
Games and Culture. 1
(4), 362-382.
Abstract
Yeh, S. W.
,
Y. C. Shiue
, &
D. J. Horng
(2006).
How to enhance competitive advantage of digital content industries? - A case study of Taiwan
.
Journal of Digital Information Management. 4,
256-259.
Abstract
Chen, K. T.
,
J. W. Jiang
,
P. Huang
,
H. H. Chu
,
C. L. Lei
, &
W. C. Chen
(2006).
Identifying MMORPG bots: A traffic analysis approach
.
International Conference on Advances in Computer Entertainment Technology 2006.
Abstract
Frank, I.
,
N. Sanbou
, &
K. Terashima
(2006).
Some positive effects of online gaming
.
International Conference on Advances in Computer Entertainment Technology 2006.
Abstract
2005
Eriksson, Anders
, &
Kalle Grill
(2005).
Who owns my avatar? Rights in virtual property
.
DiGRA 2005 Conference: Changing Views--Worlds in Play.
Abstract
Yee, Nicholas K.
(2005).
Motivations of Play in MMORPGs
.
DiGRA 2005 Conference: Changing Views--Worlds in Play.
Abstract
MacInnes, I.
, &
L. Hu
(2005).
Business models for online communities: The case of the virtual worlds industry in China
.
Proceedings of the Annual Hawaii International Conference on System Sciences.
191.
Abstract