Purchasing behaviour on aesthetic items in online video games with real currency : The case of Counter Strike: Global Offensive

Over the last decade, buying in-game content with real money has become a more common practice among players in order to unlock exclusive content in video games. Prior research has mainly focused on those functional digital items that provide an advantage to the buyer. This thesis aims to determine...

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Bibliographic Details
Main Author: Rodríguez, Bruno
Format: Others
Language:English
Published: Uppsala universitet, Medier och kommunikation 2017
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-331012