Please use this identifier to cite or link to this item: https://hdl.handle.net/10356/51671
Title: Social factors that drives consumption and spending in social games.
Authors: Yip, Janice Hui Zhen.
Keywords: DRNTU::Humanities
Issue Date: 2013
Abstract: Social gaming is taking an increasing market share in the entire gaming market. As the world continues in its technological advancement, more and more platforms are offered to people to consume different forms of content with social games taking up a significant share of their time on these devices. As it is today, the social gaming market, where people have the option of playing for free or paying real money is worth billions of dollars. This paper seeks to understand what social factors in our evolving society drives this growth in consumption for social games and more importantly what motivates people to spend real money on something they can play for free. Key Words: Social Games, Social Capital, Virtual Goods, Virtual Consumption, Online Gaming Consumption
URI: http://hdl.handle.net/10356/51671
Rights: Nanyang Technological University
Fulltext Permission: restricted
Fulltext Availability: With Fulltext
Appears in Collections:HSS Student Reports (FYP/IA/PA/PI)

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