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dc.contributor.authorLin, Holinen_US
dc.contributor.authorSun, Chuen-Tsaien_US
dc.date.accessioned2014-12-08T15:01:04Z-
dc.date.available2014-12-08T15:01:04Z-
dc.date.issued2011-05-01en_US
dc.identifier.issn1555-4120en_US
dc.identifier.urihttp://dx.doi.org/10.1177/1555412010364981en_US
dc.identifier.urihttp://hdl.handle.net/11536/17-
dc.description.abstractThe rapidly expanding ''free-to-play'' online game payment model represents a huge shift in digital game commercialization, with cash payments for virtual items increasingly recognized as central to ''free game'' participation. In this article, the authors look at implications of this trend for gameplay experiences (especially in terms of immersion, fairness, and fun) and describe a fundamental shift in player self-perceptions as consumers rather than members of a gaming community. This change is occurring at a time when the line separating game and physical worlds is becoming less distinct. The new business model entails a subtle but significant reduction in consumer rights awareness, which explains why some members of the greater gaming community are negotiating a new sense of fairness and arriving at a new consensus regarding legitimate gameplay.en_US
dc.language.isoen_USen_US
dc.subjectcash trade for virtual goodsen_US
dc.subjectfree-to-playen_US
dc.subjectmagic circleen_US
dc.subjectfairnessen_US
dc.subjectcommercialization of digital mediaen_US
dc.titleCash Trade in Free-to-Play Online Gamesen_US
dc.typeArticleen_US
dc.identifier.doi10.1177/1555412010364981en_US
dc.identifier.journalGAMES AND CULTUREen_US
dc.citation.volume6en_US
dc.citation.issue3en_US
dc.citation.spage270en_US
dc.citation.epage287en_US
dc.contributor.department教育研究所zh_TW
dc.contributor.departmentInstitute of Educationen_US
dc.identifier.wosnumberWOS:000293963800004-
dc.citation.woscount1-
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