Gamers对Itemku.com虚拟市场Goods Marketplace itemku.com上的微转移活动的看法

Vikry Abdullah Rahiem, C. A. Fitrananda
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引用次数: 1

摘要

在印度尼西亚,游戏作为一个快速发展的产业,使得在线游戏业务线日益发展,因此在itemku.com等多个虚拟商品市场中形成了买卖虚拟商品(游戏中的虚拟物品)的商业市场。虚拟商品市场上商业市场的形成创造了各种观念来支持他们的游戏活动。本研究采用定性方法、观察技术、深度访谈和文献资料。所使用的理论是感知。本研究将讨论玩家如何形成感觉、预期和解释等变量,了解微交易是如何进行的,并将其与CMC (Computer Mediated communications)联系起来,以找出这些微交易中的交流模式是如何发生的。因此,大多数玩家对微交易有着相同的看法。玩家进行虚拟商品交易的目的是为了获得满足感和现实感,在使用CMC进行游戏活动时,具有更高游戏价值的虚拟物品也会触发玩家进行微交易,作为自豪感的一部分,也是自我存在的因素。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Persepsi Gamers tentang Aktivitas Microtransactions di Virtual Goods Marketplace Itemku.com
The growth of games as a fast growing industry in Indonesia has made online gaming business lines increasingly developed, so that a business market for buying and selling virtual goods (virtual items in games) is formed in several virtual goods marketplaces such as itemku.com. The formation of the business market on the virtual goods marketplace has created various perceptions to support their gaming activities. This study uses qualitative methods, observation techniques, in-depth interviews and documentation. The theory used is perception. This study will discuss how variables such as sensation, anticipation and interpretation are formed from gamers about how microtransactions are carried out and also associated with CMC (Computer Mediated Communcations) to find out how communication patterns occur in these mictrotransactions. As a result, the majority of gamers have the same perception of microtransactions. Gamers who make virtual goods transactions aim to get satisfaction as well as actualization, virtual items that have more value in the game also trigger to perform microtransactions as part of the pride, and factor of self-existence when doing gaming activities using CMC.
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