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ArtikelPaying for Pixels  
Oleh: [s.n]
Jenis: Article from Bulletin/Magazine
Dalam koleksi: The Economist (http://search.proquest.com/) vol. 401 no. 8763 (Dec. 2011), page 7.
Topik: Marketing; Online Entertainment; International; Corporate Planning; Computer & Video Games
Fulltext: Paying for pixels.pdf (32.23KB)
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  • Perpustakaan Pusat (Semanggi)
    • Nomor Panggil: EE29.69
    • Non-tandon: 1 (dapat dipinjam: 0)
    • Tandon: tidak ada
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Isi artikelCasual games may attract huge audiences, but it is harder to convert those millions of eyeballs staring at screens into hands reaching for wallets. Piers Harding-Rolls at Screen Digest reckons that the 57m or so game consoles in use in America generate about $7.5 billion of revenue each year, but the 109m players of casual online games produce just $250m. Casual-game firms are testing a variety of ways to make more money from their users, from straightforward digital sales to subscriptions and advertising. One promising model comes from East Asia, gaming's spiritual home, where internet access is widely available and piracy is rampant. It involves giving users free access to online games but then charging them for all sorts of extras. Not all virtual goods offer players an in-game advantage. "Vanity items" such as a new design for the electronic homestead are just nice to have. Spending real money on virtual luxuries may seem odd, but a minority of dedicated players wants to show off to others online, says Nick Lovell of Gamesbrief, a games-business website.
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