Implementation of the Game as a Service Research Model: Microperspective

Z. Kostić, Nenad Tomić
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Abstract

Abstract From a negligible market niche in the entertainment industry, video game publishing has become extremely profitable. The emergence of the video game digital distribution platforms has established a permanent connection between the player and the publisher, making it possible to expand the offer. This led to emergance of the game as a service model, based on a continuous flow of revenue from the sale of additional content in an already distributed game. Revenues generated from the sale of virtual goods within the game are called microtransactions. The subject of this paper is the attitudes of video game players in Serbia and Poland towards different types of microtransactions. The paper has two key objectives: first, to determine whether there are differences in attitudes towards different types of microtransactions, and, second, to determine whether there are differences in attitudes of gamers from Serbia and Poland. In order to achieve these objectives, gamers are given a questionnaire to express their views regarding microtransactions. The existence of statistically significant differences in the attitudes of gamers classified in these two samples is determined for all observed forms of microtransactions, using the t-test.
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游戏即服务研究模型的实现:微观视角
电子游戏发行从娱乐产业中一个微不足道的小众市场变成了一个非常有利可图的行业。电子游戏数字发行平台的出现在玩家和发行商之间建立了一种永久的联系,这也为游戏的扩展提供了可能。这导致了游戏作为一种服务模式的出现,这种模式基于销售已发行游戏中的附加内容所带来的持续收益流。在游戏中出售虚拟商品所产生的收益被称为微交易。本文的主题是塞尔维亚和波兰的电子游戏玩家对不同类型微交易的态度。本文有两个主要目标:首先,确定对不同类型微交易的态度是否存在差异;其次,确定塞尔维亚和波兰玩家的态度是否存在差异。为了实现这些目标,我们向玩家提供了一份问卷,以表达他们对微交易的看法。在这两个样本中,玩家的态度存在统计学上的显著差异,这可以通过t检验来确定所有观察到的微交易形式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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