10,000 gold for 20 dollars: an exploratory study of World of Warcraft gold buyers

Thomas Debeauvais, B. Nardi, C. Lopes, N. Yee, Nicolas Ducheneaut
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引用次数: 12

Abstract

Buying virtual currencies with real money from a third-party often violates the terms of use of online games. This study quantitatively investigates players who buy in-game gold from a third-party in World of Warcraft. A cross-cultural survey dataset of 2865 players reveals that differences between Asian and Western players are negligible compared to differences across genders, job categories, and play motivations. Our findings have implications for the design and study of interactions between players and virtual currencies.
20美元1万黄金:《魔兽世界》黄金买家的探索性研究
用真钱从第三方购买虚拟货币往往违反了网络游戏的使用条款。这项研究定量调查了在《魔兽世界》中从第三方购买游戏内金币的玩家。一项针对2865名玩家的跨文化调查数据显示,与性别、职业类别和游戏动机的差异相比,亚洲和西方玩家之间的差异可以忽略不计。我们的发现对设计和研究玩家与虚拟货币之间的互动具有启示意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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