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How do people evaluate virtual goods in social media? The case of Dota 2
Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion. (Denis Igorevich Bulygin)
2019 (engelsk)Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
Abstract [en]

Virtual purchases are the main source of revenue for developers of F2P games being a market with expected 17.4 billions of dollars volume in 2019. Despite the broad scope of research of virtual purchases, it is still unclear how the player evaluate non-functional goods. Based on analysis of discussions of virtual decorative items this work what experiences nonfunctional items grants players with and how those experiences discussions reflect in the item’s price. 

With the use of Structural Topic Modeling framework this work demonstrates the dimensions of players’ experience in their association with price change on the case of Reddit.com subreddit /r/Dota2. Analysis reveals three main categories of discussions: dimensions of hedonic value, dimensions of social value, expectations mismatch. This work contributes to studies of virtual purchases by decomposing each category into experience dimensions and by revealing the relationship between extracted experience dimensions and items price.

sted, utgiver, år, opplag, sider
2019. , s. 56
Emneord [en]
virtual-goods, virtual-consumption, online games, purchase, evaluation
HSV kategori
Identifikatorer
URN: urn:nbn:se:uu:diva-389395OAI: oai:DiVA.org:uu-389395DiVA, id: diva2:1336869
Fag / kurs
Human-Computer Interaction
Utdanningsprogram
Master Programme in Human-Computer Interaction
Veileder
Examiner
Tilgjengelig fra: 2019-08-05 Laget: 2019-07-10 Sist oppdatert: 2019-08-05bibliografisk kontrollert

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