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The Laws of the Virtual Worlds
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  • 2009Virtual worlds — past, present, and future: New directions in social computing437 cited
  • 2007Beyond Play432 cited
  • 2009Virtual item sales as a revenue model: identifying attributes that drive purchase decisions390 cited
  • 2006Theoretical and philosophical implications of postmodern debates: some challenges to modern marketing348 cited
  • 2016Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play games177 cited
  • 2008Second Life and Other Virtual Worlds: A Roadmap for Research144 cited
  • 2008Cognition and Literacy in Massively Multiplayer Online Games134 cited
  • 2018Lawless: the secret rules that govern our digital lives101 cited
  • 2010Online spaces have material culture: goodbye to digital post-materialism and hello to virtual consumption99 cited
  • 2018Ownership in the virtual world and the implications for long-term user innovation success82 cited
  • 2013In search of internet governance: Performing order in digitally networked environments78 cited
  • 2020Selling LAND in Decentraland: The Regime of Non-fungible Tokens on the Ethereum Blockchain Under the Digital Content Directive58 cited
  • 2009Beyond e-business models: the road to virtual worlds53 cited

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2009
On the (Partially) Inalienable Rights of Participants in Virtual Communities
22 cited
  • 2012Atoms Want to Be Free Too! Expanding the Critique of Intellectual Property to Physical Goods17 cited
  • 2008Virtual rights? Property in online game objects and characters17 cited