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Virtual World Versus Real World: An Economic Study of the Cyber Games Participation

机译:虚拟世界与现实世界:网络游戏参与的经济学研究

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In this paper, we examine the link between the virtual world attributes and real world economic variables. Specifically, we employ three cyber game attributes: playtime, in-game level and achievement (in terms of accomplished 'missions') as the measurements of cyber games participation. We explore the spatial variation of cyber game participation with respect to real world variables including gross regional product per capita, household dispensable income, unemployment rate, number of movie theaters per capita, etc. Moreover, we also study the effects of environmental variables such as precipitation, air pollution etc. on cyber games participation. Using the game data from a very popular cyber game in China and prefecture-level data in 2011, our empirical results show that the income and the availability of other leisure activities are negatively associated with cyber game participation.
机译:在本文中,我们研究了虚拟世界属性与现实世界经济变量之间的联系。具体来说,我们采用三种网络游戏属性:游戏时间,游戏级别和成就(就完成的“任务”而言)来衡量网络游戏的参与度。我们针对现实世界变量探讨了网络游戏参与的空间变化,包括人均地区生产总值,家庭可支配收入,失业率,人均电影院数量等。此外,我们还研究了环境变量的影响,例如降雨,空气污染等对网络游戏的参与。使用来自中国非常流行的网络游戏的游戏数据和2011年的地级数据,我们的经验结果表明,收入和其他休闲活动的可用性与网络游戏的参与度呈负相关。

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