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Information and Communication Technologies (ICT) have relevant positive and negative impacts on environmental sustainability on various levels: First-order effects such as increasing electronic waste streams; second-order effects such as... more
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      Information TechnologyInformation SocietyVirtualizationSystem Dynamics Modeling
Video games are definitely one of the fastest growing industry in all kind of digital platforms from computers to mobile phones. Cellular data and wifi connections allow players to link to their virtual life easily wherever they are.... more
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      Video GamesVirtual WorldsFree to Play Business ModelsVirtual goods
Este trabalho tem como tema central discutir o modelo de negócio free-to-play e suas implicações para os jogadores. Em meio a uma variedade de práticas abusivas nesse meio como pay-to-win e loot box que incentivam um comportamento de... more
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      Video GamesTarget Audience AnalysisConsumer BehaviorFree to Play Business Models
Tesis doctoral Cum Laude - Universidad Autónoma de Barcelona. Esta tesis trata precisamente sobre cómo interactúan diferentes factores. Se estructura en tres partes diferenciadas. En la primera parte de la tesis, se establece el marco... more
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    •   49  
      Game TheoryCommunicationGame studiesDesign
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      Virtual goodslibertà digitalepatrimonio digitaledevoluzione ereditaria patrimonio digitale
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      Virtual goodsSocial Games
Nell’attuale era digitale si pone sempre di più l’esigenza di conservare in sicurezza e di avere il controllo del proprio patrimonio digitale. Gli strumenti, che possono essere utilizzati per disporre della propria eredità digitale, sono... more
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    •   5  
      Virtual goodsdiritti digitalieredità digitaledigital heredity
An established body of research exists in which playing video games has been associated with potentially problematic behaviours, such as gambling. An issue highlighted by the recent emergence of game-based gambling practices such as loot... more
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    •   7  
      Video GamesGambling StudiesConvergenceVirtual goods
“Pet Society” es un “juego social” desarrollado en la red social: Facebook. Creado por Playfish en 2008 (empresa caracterizada por su innovación y creatividad), en 2009 Playfish es adquirida por Electronic Arts. Tiene el honor de ser el... more
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    •   23  
      CommunicationGame studiesCreativityCollective Intelligence
Este artigo busca compreender o consumo de bens virtuais nas práticas cotidianas de jogadores do jogo on-line League of Legends (LoL) para refletir sobre a própria constituição social dos consumidores desse jogo on-line. O objeto de... more
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    •   44  
      Game TheoryCommunicationGame studiesScience Communication
This article seeks to discuss consumer practices in the digital game League of Legends (LoL), from a study based on the field of communication and material culture. The objective is to understand the relationship between objects and... more
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      CommunicationScience CommunicationMaterial Culture StudiesVideo Games
This article focuses its argument on an understanding of the consumption process in contemporary culture through the notion of pastiche by Fredric Jameson. The aim is to question how the dynamics of industrial production of symbolic goods... more
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    •   4  
      ConsumptionGamesVirtual goodsHearthstone
Video games were most popular among young male teenagers as a leisure activity for a long time. After 30 years of its history, video games are now popular among females and adults as well according to studies. (Griffiths, Davies, &... more
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      Virtual WorldsVirtual goodsDigital Virtual ConsumptionDigital Purchasing
Este artigo procura discutir as práticas de consumo no jogo digital League of Legends (LoL) a partir de um olhar baseado nos estudos do campo da comunicação e da cultura material. O objetivo é compreender a relação entre objetos e... more
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      Game TheoryCommunicationGame studiesScience Communication
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      Information TechnologyInformation SocietySustainable DevelopmentVirtualization
Weltweit Auf dem Weltmarkt für Videogames ist eine Wachstumstendenz zu beobachten. Für den Zeitraum 2010-2016 wird ein Wachstum des Marktvolumens von USD 66 auf USD 81 Milliarden prognostiziert. Diese Beobachtungen zeigen eine... more
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    •   3  
      Virtual WorldsVirtual goodsVirtual Goods, Social Game
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      Internet LawVirtual WorldsVirtual goodsCopyright Law
Die Dissertation von Jens Frieling widmet sich dem Verhalten von Konsument_innen virtueller Güter in digitalen Spielen, unter anderem in Online-MMORPGs wie Guild Wars 2 (2012) und League of Legends (2009)... more
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      Game studiesDigital MediaVideo GamesInteractive and Digital Media
This article’s understanding of the consumption process in contemporary culture dialogues with Fredric Jameson’s postmodernist notion of pastiche. Its intent here is to help enlighten how the production of symbolic goods in the context of... more
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    •   3  
      Game studiesConsumer CultureVirtual goods
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    •   36  
      Information TechnologyInformation SocietySustainable DevelopmentVirtualization