Virtual goods in context: digitalization of consumption

Loading...

Flash Player 9 (or above) is needed to view presentations.
We have detected that you do not have it on your computer. To install it, go here.

0 comments

Post a comment

    Post a comment
    Embed Video
    Edit your comment Cancel

    Notes on slide 1

    - researcher at HIIT, a an academic research facility in Finland that collaborates with industry to conduct research on strategic ICT issues - in my own research I collaborate with companies such as Nokia, Sulake and CCP Games to study virtual goods, currencies and economies - when started in 2004 was only Sulake with Habbo and Matt Mihaly with Iron Realms - spent two years as a visiting scholar at Waseda University, Tokyo - co-founder of VERN, member of advisory board for Live Gamer, Inc. - PhD student in Turku School of Economics, defending my dissertation next month - before joining HIIT, I worked as a programmer at one of the first casual gaming portals

    11 Favorites

    Virtual goods in context: digitalization of consumption - Presentation Transcript

    1. Virtual goods in context: Digitalization of consumption Vili Lehdonvirta, vili.lehdonvirta@hiit.fi Helsinki Institute for Information Technology Virtual Economy Research Network
    2. Virtual item purchase drivers Vili Lehdonvirta: "Virtual Item Sales as a Revenue Model: Identifying Attributes that Drive Purchase Decisions", Electronic Commerce Research, vol. 9, no. 1, pp. 97-113. Functional attributes Hedonic attributes Social attributes Performance Visual appearance Rarity Features Sound Branding Background fiction Provenance Customizability Cultural references
    3. Digitalization of consumption
      • Virtual goods are bought for all the same reasons as material goods
      • As life becomes increasingly computer-mediated, so does consumption
      • How is the virtual goods market developing vs. other forms of computer-mediated consumption?
    4. Digitalization of consumption in Korea
    5. Digitalization of consumption in China
    6. Digitalization of consumption in U.S. 66 146 228
    7. Future prospects
      • Total U.S. retail: 4400 Bn USD / year
        • less than 6% “digitalized” so far
      • Recession: a boost to virtual consumption
      • Environmental sustainability: the next selling point for virtual goods?
        • provision of material goods (other than food) 29 % of U.S. GHG emissions
      • http://virtual-economy.org

    + Vili LehdonvirtaVili Lehdonvirta, 2 months ago

    custom

    6043 views, 11 favs, 4 embeds more stats

    Vili Lehdonvirta's presentation at Virtual Goods Co more

    More info about this document

    CC Attribution License

    Go to text version

    • Total Views 6043
      • 5949 on SlideShare
      • 94 from embeds
    • Comments 0
    • Favorites 11
    • Downloads 50
    Most viewed embeds
    • 89 views on http://virtual-economy.org
    • 2 views on http://www.slideshare.net
    • 2 views on http://virtual-economy.com
    • 1 views on http://www.virtual-economy.org

    more

    All embeds
    • 89 views on http://virtual-economy.org
    • 2 views on http://www.slideshare.net
    • 2 views on http://virtual-economy.com
    • 1 views on http://www.virtual-economy.org

    less

    Flagged as inappropriate Flag as inappropriate
    Flag as inappropriate

    Select your reason for flagging this presentation as inappropriate. If needed, use the feedback form to let us know more details.

    Cancel
    File a copyright complaint
    Having problems? Go to our helpdesk?

    Categories