The DOI matches its Crossref record; 1 of the 1 references it cites were found in a registry or an index.
Game design as marketing: How game mechanics create demand for virtual goods
Open accessAbstract
Selling virtual goods for real money is an increasingly popular revenue model for massively-multiplayer online games (MMOs), social networking sites (SNSs) and other online hangouts. In this paper, we argue that the marketing of virtual goods currently falls short of what it could be. Game developers have long created compelling game designs, but having to market virtual goods to players is a relatively new situation to them. Professional marketers, on the other hand, tend to overlook the internal design of games and hangouts and focus on marketing the services as a whole. To begin bridging the gap, we propose that the design patterns and game mechanics commonly used in games and online hangouts should be viewed as a set of marketing techniques designed to sell virtual goods. Based on a review of a number of MMOs, we describe some of the most common patterns and game mechanics and show how their effects can be explained in terms of analogous techniques from marketing science. The results provide a new perspective to game design with interesting implications to developers. Moreover, they also suggest a radically new perspective to marketers of ordinary goods and services: viewing marketing as a form of game design.
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Cites
Chick clique: persuasive technology to motivate teenage girls to exercise
Toscos, T., Faber, A., An, S., & Gandhi, M. P. (2006) · CHI '06 Extended Abstracts on Human Factors in Computing Systems · doi:10.1145/1125451.1125805 · Cited by 280
Cited by
Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
Hamari, J., Koivisto, J., & Sarsa, H. (2014) · 2014 47th Hawaii International Conference on System Sciences · doi:10.1109/hicss.2014.377 · Cited by 5,201
Self-citationDemographic differences in perceived benefits from gamification
Koivisto, J., & Hamari, J. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.03.007 · Cited by 841
Self-citationPerceptions of students for gamification approach: Kahoot as a case study
Bicen, H., & Kocakoyun, S. (2018) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v13i02.7467 · Cited by 402
Why do people play games? A meta-analysis
Hamari, J., & Keronen, L. (2017) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2017.01.006 · Cited by 368
Self-citationPlayer Types: A Meta-synthesis
Hamari, J., & Tuunanen, J. (2014) · Transactions of the Digital Games Research Association · doi:10.26503/todigra.v1i2.13 · Cited by 355
Self-citation
Metadata
- Authors
- Hamari, J., & Lehdonvirta, V.
- Venue
- International Journal of Business Science and Applied Management
- Published
- 2010
- Volume
- 5
- Issue
- 1
- Pages
- 14-29
- ISSN
- 1753-0296 (ISSN-L)
- OpenAlex
- W2151187636
- Cited by
- 326
- References
- 1
- FWCI
- 37.56
- Type
- journal article
- Language
- en
- Open access
- diamond
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.