Consumer Behaviors in the Virtual Economy

dc.contributor.authorWang, Cecilia A.
dc.date.accessioned2018-12-15T17:22:21Z
dc.date.available2018-12-15T17:22:21Z
dc.date.issued2018-06
dc.description44 pages. Presented to the Department of Economics and the Robert D. Clark Honors College in partial fulfillment of the requirements for the degree of Bachelor of Science June 2018
dc.description.abstractAbstract: In-app purchases have been more common due to the accessibility of them in our digital age. In the gaming community, a spectrum of online spenders have been identified, ranging from free to play players who spend no real currency for in game items to “whales” who will spend massive amounts of currency on the virtual platforms. This thesis strives to recognize the spending habits of these players on items in real life in comparison with those in a virtual economy and explore the economic factors in fictional, in-game societies in regard to consumer behavior and reflects upon how this affects their decisions in purchasing in the real world.en_US
dc.identifier.urihttps://hdl.handle.net/1794/24133
dc.language.isoen_US
dc.publisherUniversity of Oregon
dc.rightsCreative Commons BY-NC-ND 4.0-US
dc.subjectEconomicsen_US
dc.subjectVirtualen_US
dc.subjectConsumer Behavioren_US
dc.subjectGamesen_US
dc.subjectGachaen_US
dc.subjectConsumer Spendingen_US
dc.subjectVirtual Spendingen_US
dc.titleConsumer Behaviors in the Virtual Economy
dc.typeThesis/Dissertation

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