首页> 外文会议>International Conference on Entertainment Computing(ICEC 2007); 20070915-17; Shanghai(CN) >Virtual Consumption: Using Player Types to Explore Virtual Consumer Behavior
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Virtual Consumption: Using Player Types to Explore Virtual Consumer Behavior

机译:虚拟消费:使用玩家类型探索虚拟消费者行为

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摘要

As virtual economies begin to interact more with real world economies, it is important to consider the in-game activities that players engage in, which create and transfer game currency. Specifically, we examine products and services that players offer to each other within MMORPGs. We use Bartle's taxonomy of player types to illustrate the different behavioral approaches players have in consuming these products and services. We introduce the term virtual consumption to describe these in-game exchanges and highlight the need for further research into this phenomenon.
机译:随着虚拟经济体开始与现实世界经济体进行更多互动,重要的是要考虑玩家参与的游戏内活动,这些活动会创造并转移游戏币。具体来说,我们研究了玩家在MMORPG中相互提供的产品和服务。我们使用Bartle的玩家类型分类法来说明玩家在使用这些产品和服务时所采取的不同行为方式。我们引入术语虚拟消费来描述这些游戏内交易,并强调需要对此现象进行进一步研究。

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