[HTML][HTML] Unravelling the complexity of the Video Game Industry: An integrative framework and future research directions

E Goh, O Al-Tabbaa, Z Khan - Telematics and Informatics Reports, 2023 - Elsevier
Abstract The Video Game Industry (VGI) is a highly innovative and rapidly growing sector
that has become the dominant force in the entertainment industry, with significant economic …

[HTML][HTML] Play or pay to win: Loot boxes and gaming disorder in FIFA ultimate team

JS Lemmens - Telematics and Informatics Reports, 2022 - Elsevier
The aim of this study was to examine the relevant characteristics and motivations of 1144
international players of FIFA Ultimate Team for spending money on player packs (ie, loot …

Payment on information markets

WG Stock - The Elgar Companion to Information Economics, 2024 - elgaronline.com
E-commerce offers goods via digital channels and the delivery of those goods mainly by
parcel post. In contrast, i-commerce offers information goods–content and software–also via …

Optimizing free-to-play multiplayer games with premium subscription

Y Mai, B Hu - Management Science, 2023 - pubsonline.informs.org
We consider the optimal operating policies of a free-to-play multiplayer game with a
premium subscription to maximize its lifetime operating profit. Accounting for social …

Gacha game analysis and design

C Chen, Z Fang - Proceedings of the ACM on Measurement and Analysis …, 2023 - dl.acm.org
Gacha game is a special opaque selling approach, where the seller is selling gacha pulls to
the buyer. Each gacha pull provides a certain probability for the buyer to win the gacha …

Probability disclosures are not enough:: Reducing loot box reward complexity as a part of ethical video game design

L Xiao, PWS Newall - Journal of Gambling Issues, 2022 - research-information.bris.ac.uk
Loot boxes are virtual products in video games that provide randomized rewards and,
accordingly, share structural similarities with gambling. Policymakers around the world are …

[PDF][PDF] Loot boxes: Are they grooming youth for gambling

M Rockloff, AMT Russell, N Greer, L Lolé… - Central Queensland …, 2020 - acquire.cqu.edu.au
Executive summary This report outlines research aimed at understanding the risks posed by
loot boxes to adolescents (12-17) and young adults (18-24) in NSW. Loot boxes are a …

Designing Loot Boxes: Implications for Profits and Welfare

J Miao, S Jain - Marketing Science, 2024 - pubsonline.informs.org
A loot box is a probabilistic allocation of virtual products, the exact outcome of which is
known to consumers only after purchase. Consumers sometimes purchase these goods …

An empirical study of play duration and in‐app purchase behavior in mobile games

Y Jiao, CS Tang, J Wang - Production and Operations …, 2022 - journals.sagepub.com
In the context of free‐to‐play (FTP) mobile games, this paper seeks to examine one
question: Which factors affect a player's play duration or in‐app purchases (of virtual items) …

Selling virtual items in free-to-play games: Transparent selling vs. opaque selling

Y Jiao, CS Tang, J Wang - Service Science, 2021 - pubsonline.informs.org
The market for online games is huge, but research on the economics of online game
operations remains nascent. In this paper, we focus on “free-to-play” online games in which …