OYUN İÇİ SATIN ALIMINI ETKİLEYEN FAKTÖRLER: TÜRKİYE PAZARINA YÖNELİK KEŞİFSEL BİR ÇALIŞMA
Öz
Anahtar Kelimeler
Kaynakça
- Alha, K., Koskinen, E., Paavilainen, J., Hamari, J., Kinnunen, J. (2014). “Free-to-Play Games: Professionals' Perspectives.” Nordic Digra 2014, Gotland, Sweden,
- Alha, K., Koskinen, E., Paavilainen, J., ve Hamari, J. (2016). “Critical Acclaim and Commercial Success in Mobile Free-to-Play Games. DiGRA FDG Conference, Dundee, UK
- Bartle, R. (1996). “Hearts, clubs, diamonds, spades: Players who suit MUDs.” Journal of Mud Research, 1(1).
- Bose, I., ve Yang, X. (2011). “Enter The Dragon: Khillwar's Foray Into The Mobile Gaming Market of China.” Communications of the Association for Information Systems, 29: 551–564.
- Brockmann T., Stieglitz S. ve Cvetkovic A. (2015) “Prevalent Business Models For The Apple App Store.” Wirtschaftsinformatik 2015, Osnabrück, Germany.
- Cleghorn, J. ve Griffiths, M. (2015). “Why Do Gamers Buy 'Virtual Assets'? An Insight in To The Psychology Behind Purchase Behaviour.” Digital Education Review, 27: 85-104.
- Hamari, J., ve Lehdonvirta, V. (2010). “Game Design As Marketing: How Game Mechanics Create Demand For Virtual Goods.” International Journal of Business Science & Applied Management, 5(1), 14–29.
- Hamari, J. (2015) “Why Do People Buy Virtual Goods? Attitude Towards Virtual Good Purchases Versus Game Enjoyment.” International Journal of Information Management, 35(3): 299-308.
Ayrıntılar
Birincil Dil
Türkçe
Konular
-
Bölüm
Araştırma Makalesi
Yazarlar
İbrahim Ayvaz
*
Türkiye
Yayımlanma Tarihi
5 Şubat 2020
Gönderilme Tarihi
9 Ocak 2020
Kabul Tarihi
13 Ocak 2020
Yayımlandığı Sayı
Yıl 2020 Cilt: 7 Sayı: 1