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A New Frontier in Digital Content Policy: Case Studies in the Regulation of Virtual Goods and Artificial Scarcity
6 references·6 citing·45 second hop
A New Frontier in Digital Content Policy: Case Studies in the Regulation of Virtual Goods and Artificial Scarcity (2010)A New Frontier in Digital Content Policy:…Virtual item sales as a revenue model: identifying attributes that drive purchase decisions (2009)Virtual item sales as a reven…Virtual Law: Navigating the Legal Landscape of Virtual Worlds (2008)Virtual Law: Navigating the L…Synthetic worlds: the business and culture of online games (2006)Synthetic worlds: the busines…Free culture: how big media uses technology and the law to lock down culture and control creativity (2004)Free culture: how big media u…Mobile Phone Use as Part of Young People's Consumption Styles (2003)Mobile Phone Use as Part of Y…The Differing Realms of the Law (1965)The Differing Realms of the L…The Fashion of Frill: The Art of Impression Management in the Atlanta Lolita and Japanese Street Fashion Community (2022)The Fashion of Frill: The Art…Digital content promotion in South East Asia: government strategies for a new economic sector (2018)Digital content promotion in …Internet of Things: Right to Data from a European Perspective (2017)Internet of Things: Right to …Key factors influencing digital content industry in Taiwan from the triple helix perspective (2016)Key factors influencing digit…A history of the digitalization of consumer culture: From Amazon through Pirate Bay to FarmVille (2012)A history of the digitalizati…Knowledge Map of the Virtual Economy (2011)Knowledge Map of the Virtual …Growing Up Digital: The Rise of the Net Generation (1997)Life on the Screen: Identity in the Age of the Internet (1997)Using a multi-criteria decision making approach to evaluate mobile phone alternatives (2006)The role of perceived enjoyment and social norm in the adoption of technology with network externalities (2008)Needing to connect: The effect of self and others on young people's involvement with their mobile phones (2010)Modernity and Self-Identity (2023)Some Fundamental Legal Conceptions as applied in judicial reasoning (1913)Some Fundamental Legal Conceptions as Applied in Judicial Reasoning (1913)Crime and Custom in Savage Society (1927)Law and Social Change: The Semi-Autonomous Social Field as an Appropriate Subject of Study (1973)Justice in many Rooms: Courts, Private Ordering, and Indigenous Law (1981)Who’s Afraid of Legal Pluralism? (2002)The Romantic Ethic and the Spirit of Modern Consumerism (1989)Five Misunderstandings About Case-Study Research (2004)The Theory of the Leisure Class (2009)Game design as marketing: How game mechanics create demand for virtual goods (2010)Investigating the intention to purchase digital items in social networking communities: A customer value perspective (2011)How to Promote User Purchase in Metaverse? A Systematic Literature Review on Consumer Behavior Research and Virtual Commerce Application Design (2021)The Gift: The Form and Reason for Exchange in Archaic Societies. (1992)Information Rules: A Strategic Guide to the Network Economy (2000)Transforming Usual Consumers into Prosumers with the Help of Intellectual Capital Collaboration for Innovation (2013)Downloading culture: community building in a decentralized file-sharing collective (2016)A framework for evaluating the business deployability of digital footprint based models for consumer credit (2022)The Rise of the Creative Class (2002)The Labor of Fun (2005)Digital labour and development: impacts of global digital labour platforms and the gig economy on worker livelihoods (2017)Online labour index: Measuring the online gig economy for policy and research (2018)Automation, Algorithms, and Beyond: Why Work Design Matters More Than Ever in a Digital World (2019)Code and Other Laws of Cyberspace (1999)Property, Privacy, and Personal Data (2004)Disruptive technologies: Advances that will transform life, business, and the global economy (2013)National Innovation Systems (1993)Innovation systems: analytical and methodological issues (2002)National Innovation Systems—Analytical Concept and Development Tool (2007)Copyright and a Democratic Civil Society (1996)Information Feudalism: Who Owns the Knowledge Economy? (2003)Co-Creation: Toward a Taxonomy and an Integrated Research Perspective (2010)Connected Learning: An Agenda for Research and Design (2013)The Wealth of Networks (2017)Copyright in Historical Perspective (2020)The Scientific Research Potential of Virtual Worlds (2007)Who plays, how much, and why? Debunking the stereotypical gamer profile (2008)The sociomateriality of organisational life: considering technology in management research (2009)Social Control in Online Society--Advantages of Self-Regulation on the Internet (2010)Beautiful to Me (2011)
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References

  • 2004Free culture: how big media uses technology and the law to lock down culture and control creativity1,427 cited
  • 2006Synthetic worlds: the business and culture of online games1,192 cited
  • 2009Virtual item sales as a revenue model: identifying attributes that drive purchase decisions390 cited
  • 2003Mobile Phone Use as Part of Young People's Consumption Styles321 cited
  • 1965The Differing Realms of the Law180 cited
  • 2008Virtual Law: Navigating the Legal Landscape of Virtual Worlds47 cited

Cited by

  • 2011Knowledge Map of the Virtual Economy115 cited
  • 2012A history of the digitalization of consumer culture: From Amazon through Pirate Bay to FarmVille30 cited
  • 2018Digital content promotion in South East Asia: government strategies for a new economic sector12 cited
  • 2017Internet of Things: Right to Data from a European Perspective7 cited
  • 2022The Fashion of Frill: The Art of Impression Management in the Atlanta Lolita and Japanese Street Fashion Community4 cited
  • 2016Key factors influencing digital content industry in Taiwan from the triple helix perspective4 cited

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