"game industry" - Selaus asiasanan mukaan Satakunnan ammattikorkeakoulu
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Consumer Behavior of League of Legends Players
(2023)The purpose of this thesis was to find out why players buy purely aesthetic virtual goods in the free-to-play video game League of Legends, how often do they buy them and what are the reasons they spend money on them. The ... -
The fascination of virtual skins and consumers buying behaviour in Counter Strike Global Offensive
(2022)The objective of this thesis was to find out the fascination of virtual skins in Counter Strike Global Offensive. What are the thriving factors in buying, selling or trading? The market for skins is massive and unknown ...