Virtuaalihyödykkeet verkkopeleissä

Viime vuosien aikana virtuaalihyödykkeiden myynti on lisääntynyt huomattavasti. Tässä tutkielmassa tutkitaan virtuaalihyödykkeitä ja niiden myyntiin liittyviä tekijöitä. Tutkielma on tehty kirjallisuuskatsauksena. Tutkielmassa on kerätty eri lähteistä tietoa tekijöistä, mitkä vaikuttavat virtuaalihy...

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Main Author: Tamminen, Sakari
Other Authors: Informaatioteknologian tiedekunta, Faculty of Information Technology, Informaatioteknologia, Information Technology, Jyväskylän yliopisto, University of Jyväskylä
Format: Bachelor's thesis
Language:fin
Published: 2018
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/58654
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author Tamminen, Sakari
author2 Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_facet Tamminen, Sakari Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä Tamminen, Sakari Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_sort Tamminen, Sakari
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description Viime vuosien aikana virtuaalihyödykkeiden myynti on lisääntynyt huomattavasti. Tässä tutkielmassa tutkitaan virtuaalihyödykkeitä ja niiden myyntiin liittyviä tekijöitä. Tutkielma on tehty kirjallisuuskatsauksena. Tutkielmassa on kerätty eri lähteistä tietoa tekijöistä, mitkä vaikuttavat virtuaalihyödykkeisiin, kuten pelin monetisaatiotapa ja pelin genre. Tutkielman tuloksena on huomattu, että virtuaalihyödykkeitä voidaan myydä missä tahansa pelissä, jos pelintekijät suunnittelevat niiden myynnin osaksi peliä. In the last few years the sales of virtual goods has increased considerably. This study takes a look at virtual goods and factors that affect their sales. This study has been conducted as a literature review. The information used in this study has been searched from a variety of sources on things that affect the virtual goods such as the games monetization or genre. Results of the study show that virtual goods can be sold in any kind of game if the game creators plan it as part of the game.
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spellingShingle Tamminen, Sakari Virtuaalihyödykkeet verkkopeleissä ilmaispeli virtuaalihyödyke Tietotekniikka Mathematical Information Technology 602 virtuaalisuus pelisuunnittelu peliala verkkopelit
title Virtuaalihyödykkeet verkkopeleissä
title_full Virtuaalihyödykkeet verkkopeleissä
title_fullStr Virtuaalihyödykkeet verkkopeleissä Virtuaalihyödykkeet verkkopeleissä
title_full_unstemmed Virtuaalihyödykkeet verkkopeleissä Virtuaalihyödykkeet verkkopeleissä
title_short Virtuaalihyödykkeet verkkopeleissä
title_sort virtuaalihyödykkeet verkkopeleissä
title_txtP Virtuaalihyödykkeet verkkopeleissä
topic ilmaispeli virtuaalihyödyke Tietotekniikka Mathematical Information Technology 602 virtuaalisuus pelisuunnittelu peliala verkkopelit
topic_facet 602 Mathematical Information Technology Tietotekniikka ilmaispeli peliala pelisuunnittelu verkkopelit virtuaalihyödyke virtuaalisuus
url https://jyx.jyu.fi/handle/123456789/58654 http://www.urn.fi/URN:NBN:fi:jyu-201806203285
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