Videogames and virtual assets exchange

Autores
Garrido, Flavio A.; Merlino, Hernán
Año de publicación
2021
Idioma
inglés
Tipo de recurso
documento de conferencia
Estado
versión publicada
Descripción
With the increase of the online videogame industry and the acceptance of the players to invest time and real money in the games, the developers create new business models for selling virtual assets. This works is part of a postgraduate thesis in development and examines the business of video games, virtual assets, why players spend real money and the advantage of a common market between different games would have to increase the profits of the developers and allow the time invested by the players to also give them profits.
Facultad de Informática
Materia
Ciencias Informáticas
Videogames
Virtual assets
Currency exchange
Common market
Nivel de accesibilidad
acceso abierto
Condiciones de uso
http://creativecommons.org/licenses/by-nc-sa/4.0/
Repositorio
SEDICI (UNLP)
Institución
Universidad Nacional de La Plata
OAI Identificador
oai:sedici.unlp.edu.ar:10915/125171

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spelling Videogames and virtual assets exchangeGarrido, Flavio A.Merlino, HernánCiencias InformáticasVideogamesVirtual assetsCurrency exchangeCommon marketWith the increase of the online videogame industry and the acceptance of the players to invest time and real money in the games, the developers create new business models for selling virtual assets. This works is part of a postgraduate thesis in development and examines the business of video games, virtual assets, why players spend real money and the advantage of a common market between different games would have to increase the profits of the developers and allow the time invested by the players to also give them profits.Facultad de Informática2021info:eu-repo/semantics/conferenceObjectinfo:eu-repo/semantics/publishedVersionObjeto de conferenciahttp://purl.org/coar/resource_type/c_5794info:ar-repo/semantics/documentoDeConferenciaapplication/pdf89-93http://sedici.unlp.edu.ar/handle/10915/125171enginfo:eu-repo/semantics/altIdentifier/isbn/978-950-34-2016-4info:eu-repo/semantics/reference/hdl/10915/121564info:eu-repo/semantics/openAccesshttp://creativecommons.org/licenses/by-nc-sa/4.0/Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)reponame:SEDICI (UNLP)instname:Universidad Nacional de La Platainstacron:UNLP2025-10-22T17:11:04Zoai:sedici.unlp.edu.ar:10915/125171Institucionalhttp://sedici.unlp.edu.ar/Universidad públicaNo correspondehttp://sedici.unlp.edu.ar/oai/snrdalira@sedici.unlp.edu.arArgentinaNo correspondeNo correspondeNo correspondeopendoar:13292025-10-22 17:11:04.593SEDICI (UNLP) - Universidad Nacional de La Platafalse
dc.title.none.fl_str_mv Videogames and virtual assets exchange
title Videogames and virtual assets exchange
spellingShingle Videogames and virtual assets exchange
Garrido, Flavio A.
Ciencias Informáticas
Videogames
Virtual assets
Currency exchange
Common market
title_short Videogames and virtual assets exchange
title_full Videogames and virtual assets exchange
title_fullStr Videogames and virtual assets exchange
title_full_unstemmed Videogames and virtual assets exchange
title_sort Videogames and virtual assets exchange
dc.creator.none.fl_str_mv Garrido, Flavio A.
Merlino, Hernán
author Garrido, Flavio A.
author_facet Garrido, Flavio A.
Merlino, Hernán
author_role author
author2 Merlino, Hernán
author2_role author
dc.subject.none.fl_str_mv Ciencias Informáticas
Videogames
Virtual assets
Currency exchange
Common market
topic Ciencias Informáticas
Videogames
Virtual assets
Currency exchange
Common market
dc.description.none.fl_txt_mv With the increase of the online videogame industry and the acceptance of the players to invest time and real money in the games, the developers create new business models for selling virtual assets. This works is part of a postgraduate thesis in development and examines the business of video games, virtual assets, why players spend real money and the advantage of a common market between different games would have to increase the profits of the developers and allow the time invested by the players to also give them profits.
Facultad de Informática
description With the increase of the online videogame industry and the acceptance of the players to invest time and real money in the games, the developers create new business models for selling virtual assets. This works is part of a postgraduate thesis in development and examines the business of video games, virtual assets, why players spend real money and the advantage of a common market between different games would have to increase the profits of the developers and allow the time invested by the players to also give them profits.
publishDate 2021
dc.date.none.fl_str_mv 2021
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language eng
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info:eu-repo/semantics/reference/hdl/10915/121564
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rights_invalid_str_mv http://creativecommons.org/licenses/by-nc-sa/4.0/
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