Biblio

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
2008
2007
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
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