Please use this identifier to cite or link to this item: http://dspace.lib.uom.gr/handle/2159/16047
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dc.contributor.advisorΟικονομίδης, Αναστάσιοςel
dc.contributor.authorΑραμπατζής, Πασχάληςel
dc.date.accessioned2014-03-21T11:42:01Z-
dc.date.available2014-03-21T11:42:01Z-
dc.date.issued2014en
dc.identifier.urihttp://dspace.lib.uom.gr/handle/2159/16047-
dc.descriptionΔιπλωματική εργασία--Πανεπιστήμιο Μακεδονίας, Θεσσαλονίκη, 2014.el
dc.description.abstractIn our thesis we examine which factors have an influence on players' intention to buy virtual items. In order to examine these factors we created a research model and conducted an online survey. Especially, we included constructs from an IS (Information System) perspective as well as from a game centric approach. We analyzed the results using PLS-SEM method and we found out that the Game-centric constructs: customization options, in-game functionality features, prestige, participation and perceived enjoyment have a positive effect. We distinguished as the most important Game-centric constructs the customization options, the in-game functionality features and the prestige. IS-centric constructs such as performance expectancy, effort expectancy and perceived value are also important for players' intention to buy virtual items and they have a strong effect. These results can be useful to videogame companies which adopt business models that include virtual item transactions. Based on these results we suggest that videogame companies should offer virtual items taking into account the most important Game-centric constructs and establish or improve their virtual shops by taking into account the IS-centric constructs.en
dc.format.extent81en
dc.format.extent1650636 bytes-
dc.format.extent2092524 bytes-
dc.format.mimetypeapplication/pdf-
dc.format.mimetypeapplication/pdf-
dc.language.isoenen
dc.publisherΠανεπιστήμιο Μακεδονίαςel
dc.subjectVideogamesen
dc.subjectBusiness modelsen
dc.subjectFactors have an influence on players' intention to buy virtual itemsen
dc.subjectVirtual shopsen
dc.titleBusiness models and pricing strategies in videogames industry.en
dc.typeElectronic Thesis or Dissertationen
dc.typeTexten
dc.contributor.departmentΔιατμηματικό Πρόγραμμα Μεταπτυχιακών Σπουδών στα Πληροφοριακά Συστήματαel
Appears in Collections:ΔΠΜΣ Πληροφοριακά Συστήματα (M)

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