Essays about: "in-game items"
Showing result 1 - 5 of 12 essays containing the words in-game items.
-
1. Why do players buy in-game items : An exploration into microtransactions and their effect on flow
University essay from Jönköping University/Internationella HandelshögskolanAbstract : Background: In the last couple years, the free to play sector in gaming has taken a rise compared to their pay to play counterparts, being able to generate up to 85% of all gaming revenue. More and more game developers have opted to change their game from a paid model to a free-to-play business model, with prominent cases being games like CS:GO and Overwatch. READ MORE
-
2. Breaking down a videogame level´s design: Deconstruction of the narrative in The Witcher III: The wild hunt
University essay from Malmö universitet/Institutionen för datavetenskap och medieteknik (DVMT)Abstract : This master's thesis aims to investigate the narrative components inherent in open-world games. In this thesis, we will extract the narrative part of a game,analyze it, and compare the narrative part with other game design elements. READ MORE
-
3. What aspect of Genshin Impact makes players spend money?
University essay from Uppsala universitet/Institutionen för speldesignAbstract : The monetization model Gacha has spread from its country-of-origin Japan and become a global phenomenon. Genshin Impact, a Chinese Gacha game, is currently one of the highest grossing mobile games in the world. Despite its high revenue, Genshin Impact is free to download and play, all purchases in game are voluntary. READ MORE
-
4. Understanding In-game Purchase Behavior of Millennials in Mobile Battle Royale Games
University essay from Linköpings universitet/Företagsekonomi; Linköpings universitet/Filosofiska fakultetenAbstract : Background The consumer behavior of mobile game players, especially the main consumingforce - millennials, has started to gain more attention as the mobile game industryhas turned into one of the most profitable entertainment fields. Nevertheless, thereis no unified model to understand the in-game purchase behavior of all mobilegames since the strengthening factors in video games are divergent subject to thegame genre. READ MORE
-
5. AN ELECTRONIC ARTS CASE
University essay from Lunds universitet/Företagsekonomiska institutionenAbstract : On November 17th, 2017, Electronic Arts, an American gaming company, publishes one of the most anticipated games of the year: Star Wars Battlefront 2. It is a first- and third-person shooter video game based on the Star Wars universe, with both single and multiplayer aspects. Upon its release, the game, in its beta stage, was heavily criticized. READ MORE