Miksi pelien virtuaalihyödykkeitä ostetaan?

Virtuaalihyödykkeiden myynnistä on tullut yksi suosituimmista pelien käyttämistä ansaintamalleista. Virtuaalihyödykkeitä myydään erityisesti ilmaispeleissä ja virtuaalimaailmoissa. Perinteisempiä ansaintamalleja käyttävät pelit ovat myös siirtymässä yhä enemmän virtuaalihyödykkeiden myyntiin. Virtua...

Full description

Bibliographic Details
Main Author: Kukkaniemi, Riku
Other Authors: Informaatioteknologian tiedekunta, Faculty of Information Technology, Informaatioteknologia, Information Technology, University of Jyväskylä, Jyväskylän yliopisto
Format: Bachelor's thesis
Language:fin
Published: 2017
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/53916
_version_ 1826225798688800768
author Kukkaniemi, Riku
author2 Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology University of Jyväskylä Jyväskylän yliopisto
author_facet Kukkaniemi, Riku Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology University of Jyväskylä Jyväskylän yliopisto Kukkaniemi, Riku Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology University of Jyväskylä Jyväskylän yliopisto
author_sort Kukkaniemi, Riku
datasource_str_mv jyx
description Virtuaalihyödykkeiden myynnistä on tullut yksi suosituimmista pelien käyttämistä ansaintamalleista. Virtuaalihyödykkeitä myydään erityisesti ilmaispeleissä ja virtuaalimaailmoissa. Perinteisempiä ansaintamalleja käyttävät pelit ovat myös siirtymässä yhä enemmän virtuaalihyödykkeiden myyntiin. Virtuaalihyödykkeiden yleisimpiä ostomotiiveja ovat esteetön pelaaminen, sosiaalinen vuorovaikutus, kilpailullisuus, taloudelliset syyt ja lasten hemmottelu. Tutkimalla virtuaalihyödykkeiden ostomotiiveja pelinkehittäjät pystyvät luomaan parempia pelimekaniikkoja, joilla pyritään kasvattamaan virtuaalihyödykkeiden myyntiä. Selling virtual goods have become one of the most used revenue model for video games. Virtual goods are especially sold in free-to-play games and virtual worlds. Games which use more common revenue models have also been moving into selling virtual goods. The most common purchase motivations for virtual goods are unobstructed play, social interaction, competition, economical rationale and indulging the children. With the knowledge of purchase motivations, game developers can create more effective game mechanics, which can increase the sales of virtual goods.
first_indexed 2017-05-12T20:16:05Z
format Kandityö
free_online_boolean 1
fullrecord [{"key": "dc.contributor.advisor", "value": "Juutinen, Sanna", "language": null, "element": "contributor", "qualifier": "advisor", "schema": "dc"}, {"key": "dc.contributor.author", "value": "Kukkaniemi, Riku", "language": null, "element": "contributor", "qualifier": "author", "schema": "dc"}, {"key": "dc.date.accessioned", "value": "2017-05-12T12:23:32Z", "language": null, "element": "date", "qualifier": "accessioned", "schema": "dc"}, {"key": "dc.date.available", "value": "2017-05-12T12:23:32Z", "language": null, "element": "date", "qualifier": "available", "schema": "dc"}, {"key": "dc.date.issued", "value": "2017", "language": null, "element": "date", "qualifier": "issued", "schema": "dc"}, {"key": "dc.identifier.uri", "value": "https://jyx.jyu.fi/handle/123456789/53916", "language": null, "element": "identifier", "qualifier": "uri", "schema": "dc"}, {"key": "dc.description.abstract", "value": "Virtuaalihy\u00f6dykkeiden myynnist\u00e4 on tullut yksi suosituimmista pelien k\u00e4ytt\u00e4mist\u00e4 ansaintamalleista. Virtuaalihy\u00f6dykkeit\u00e4 myyd\u00e4\u00e4n erityisesti ilmaispeleiss\u00e4 ja virtuaalimaailmoissa. Perinteisempi\u00e4 ansaintamalleja k\u00e4ytt\u00e4v\u00e4t pelit ovat my\u00f6s siirtym\u00e4ss\u00e4 yh\u00e4 enemm\u00e4n virtuaalihy\u00f6dykkeiden myyntiin. Virtuaalihy\u00f6dykkeiden yleisimpi\u00e4 ostomotiiveja ovat esteet\u00f6n pelaaminen, sosiaalinen vuorovaikutus, kilpailullisuus, taloudelliset syyt ja lasten hemmottelu. Tutkimalla virtuaalihy\u00f6dykkeiden ostomotiiveja pelinkehitt\u00e4j\u00e4t pystyv\u00e4t luomaan parempia pelimekaniikkoja, joilla pyrit\u00e4\u00e4n kasvattamaan virtuaalihy\u00f6dykkeiden myynti\u00e4.", "language": "fi", "element": "description", "qualifier": "abstract", "schema": "dc"}, {"key": "dc.description.abstract", "value": "Selling virtual goods have become one of the most used revenue model for video games. Virtual goods are especially sold in free-to-play games and virtual worlds. Games which use more common revenue models have also been moving into selling virtual goods. The most common purchase motivations for virtual goods are unobstructed play, social interaction, competition, economical rationale and indulging the children. With the knowledge of purchase motivations, game developers can create more effective game mechanics, which can increase the sales of virtual goods.", "language": "en", "element": "description", "qualifier": "abstract", "schema": "dc"}, {"key": "dc.description.provenance", "value": "Submitted using Plone Publishing form by Riku Kukkaniemi (rijokukk) on 2017-05-12 12:23:32.034597. Form: Kandidaatintutkielma -lomake (https://kirjasto.jyu.fi/julkaisut/julkaisulomakkeet/kandin-tutkielma-lomake). JyX data: [jyx_publishing-allowed (fi) =True]", "language": "en", "element": "description", "qualifier": "provenance", "schema": "dc"}, {"key": "dc.description.provenance", "value": "Submitted by jyx lomake-julkaisija (jyx-julkaisija.group@korppi.jyu.fi) on 2017-05-12T12:23:32Z\nNo. of bitstreams: 2\nURN:NBN:fi:jyu-201705122316.pdf: 180788 bytes, checksum: 123b0c4cf32c75392077a7b5d64cb316 (MD5)\nlicense.html: 4792 bytes, checksum: 9c31e30d3669a8348984f3317c1da0d7 (MD5)", "language": "en", "element": "description", "qualifier": "provenance", "schema": "dc"}, {"key": "dc.description.provenance", "value": "Made available in DSpace on 2017-05-12T12:23:32Z (GMT). No. of bitstreams: 2\nURN:NBN:fi:jyu-201705122316.pdf: 180788 bytes, checksum: 123b0c4cf32c75392077a7b5d64cb316 (MD5)\nlicense.html: 4792 bytes, checksum: 9c31e30d3669a8348984f3317c1da0d7 (MD5)\n Previous issue date: 2017", "language": "en", "element": "description", "qualifier": "provenance", "schema": "dc"}, {"key": "dc.format.extent", "value": "24", "language": "", "element": "format", "qualifier": "extent", "schema": "dc"}, {"key": "dc.language.iso", "value": "fin", "language": null, "element": "language", "qualifier": "iso", "schema": "dc"}, {"key": "dc.rights", "value": "In Copyright", "language": "en", "element": "rights", "qualifier": null, "schema": "dc"}, {"key": "dc.subject.other", "value": "virtuaalihy\u00f6dyke", "language": null, "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.subject.other", "value": "ansaintamalli", "language": null, "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.subject.other", "value": "ostomotiivi", "language": null, "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.subject.other", "value": "ilmaispeli", "language": null, "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.subject.other", "value": "virtuaalimaailma", "language": null, "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.subject.other", "value": "peliriippuvuus", "language": null, "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.title", "value": "Miksi pelien virtuaalihy\u00f6dykkeit\u00e4 ostetaan?", "language": "", "element": "title", "qualifier": null, "schema": "dc"}, {"key": "dc.type", "value": "bachelor thesis", "language": null, "element": "type", "qualifier": null, "schema": "dc"}, {"key": "dc.identifier.urn", "value": "URN:NBN:fi:jyu-201705122316", "language": null, "element": "identifier", "qualifier": "urn", "schema": "dc"}, {"key": "dc.type.ontasot", "value": "Kandidaatintutkielma", "language": "fi", "element": "type", "qualifier": "ontasot", "schema": "dc"}, {"key": "dc.type.ontasot", "value": "Bachelor's thesis", "language": "en", "element": "type", "qualifier": "ontasot", "schema": "dc"}, {"key": "dc.contributor.faculty", "value": "Informaatioteknologian tiedekunta", "language": "fi", "element": "contributor", "qualifier": "faculty", "schema": "dc"}, {"key": "dc.contributor.faculty", "value": "Faculty of Information Technology", "language": "en", "element": "contributor", "qualifier": "faculty", "schema": "dc"}, {"key": "dc.contributor.department", "value": "Informaatioteknologia", "language": "fi", "element": "contributor", "qualifier": "department", "schema": "dc"}, {"key": "dc.contributor.department", "value": "Information Technology", "language": "en", "element": "contributor", "qualifier": "department", "schema": "dc"}, {"key": "dc.contributor.organization", "value": "University of Jyv\u00e4skyl\u00e4", "language": "en", "element": "contributor", "qualifier": "organization", "schema": "dc"}, {"key": "dc.contributor.organization", "value": "Jyv\u00e4skyl\u00e4n yliopisto", "language": "fi", "element": "contributor", "qualifier": "organization", "schema": "dc"}, {"key": "dc.subject.discipline", "value": "Tietotekniikka", "language": "fi", "element": "subject", "qualifier": "discipline", "schema": "dc"}, {"key": "dc.subject.discipline", "value": "Mathematical Information Technology", "language": "en", "element": "subject", "qualifier": "discipline", "schema": "dc"}, {"key": "dc.date.updated", "value": "2017-05-12T12:23:33Z", "language": null, "element": "date", "qualifier": "updated", "schema": "dc"}, {"key": "dc.type.coar", "value": "http://purl.org/coar/resource_type/c_7a1f", "language": null, "element": "type", "qualifier": "coar", "schema": "dc"}, {"key": "dc.rights.accesslevel", "value": "openAccess", "language": "fi", "element": "rights", "qualifier": "accesslevel", "schema": "dc"}, {"key": "dc.type.publication", "value": "bachelorThesis", "language": null, "element": "type", "qualifier": "publication", "schema": "dc"}, {"key": "dc.rights.url", "value": "https://rightsstatements.org/page/InC/1.0/", "language": null, "element": "rights", "qualifier": "url", "schema": "dc"}]
id jyx.123456789_53916
language fin
last_indexed 2025-02-18T10:56:08Z
main_date 2017-01-01T00:00:00Z
main_date_str 2017
online_boolean 1
online_urls_str_mv {"url":"https:\/\/jyx.jyu.fi\/bitstreams\/f274b03b-d3c8-4116-b03a-230c94651701\/download","text":"URN:NBN:fi:jyu-201705122316.pdf","source":"jyx","mediaType":"application\/pdf"}
publishDate 2017
record_format qdc
source_str_mv jyx
spellingShingle Kukkaniemi, Riku Miksi pelien virtuaalihyödykkeitä ostetaan? virtuaalihyödyke ansaintamalli ostomotiivi ilmaispeli virtuaalimaailma peliriippuvuus Tietotekniikka Mathematical Information Technology
title Miksi pelien virtuaalihyödykkeitä ostetaan?
title_full Miksi pelien virtuaalihyödykkeitä ostetaan?
title_fullStr Miksi pelien virtuaalihyödykkeitä ostetaan? Miksi pelien virtuaalihyödykkeitä ostetaan?
title_full_unstemmed Miksi pelien virtuaalihyödykkeitä ostetaan? Miksi pelien virtuaalihyödykkeitä ostetaan?
title_short Miksi pelien virtuaalihyödykkeitä ostetaan?
title_sort miksi pelien virtuaalihyödykkeitä ostetaan
title_txtP Miksi pelien virtuaalihyödykkeitä ostetaan?
topic virtuaalihyödyke ansaintamalli ostomotiivi ilmaispeli virtuaalimaailma peliriippuvuus Tietotekniikka Mathematical Information Technology
topic_facet Mathematical Information Technology Tietotekniikka ansaintamalli ilmaispeli ostomotiivi peliriippuvuus virtuaalihyödyke virtuaalimaailma
url https://jyx.jyu.fi/handle/123456789/53916 http://www.urn.fi/URN:NBN:fi:jyu-201705122316
work_keys_str_mv AT kukkaniemiriku miksipelienvirtuaalihyödykkeitäostetaan