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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Format: | Others |
Language: | English |
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Uppsala universitet, Medier och kommunikation
2017
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Online Access: | http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-331012 |