Global ETD Search
Search theses and dissertations gathered from participating repositories worldwide. Every result links back to the library that holds it. No account is needed.
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Showing 1 to 6 of 6 for “"Pay-to-Play"”.
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Video games and Moloch patterns: Monetization strategies within pay-to-play video games and their impact on long-term player retention
This study explores how Moloch patterns influence player satisfaction and long-term retention in video games. As a simplified definition, Moloch patterns in business appear when short term monetary gain is practiced at the potential expense of long-term sustainability. While extensive research has …
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Third Places as Alternative Spaces of Cultural Production and Consumption in the Neoliberal Creative City
… absorb significant public money in an effort to foster local pride and function as infrastructural lynchpins in economic development and urban revitalization plans, but high ticket and rental costs and a focus on professional performance limits access and usage. In response to social …
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The Influence of Socioeconomic Status on Adolescent Leadership in Colorado Public High Schools
… race, or disability. Few examine the indicator of socioeconomic status (SES), particularly in relation to student leadership participation. This study examined the occurrence of low SES adolescents in positions of leadership among Colorado public high schools. Through a correlational …
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Essays on the implications of contractual cash flow rights for venture capital investment valuation
Venture capital (VC) plays an increasing role as part of the private equity asset class and the general investment continuum. The lack of transparency due to limited reportings and market data obstructs a concise view on VC investment value and performance. This thesis aims to shed some light on VC …
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The Cost of Playing the Game: Modeling In-Game Purchase Intention and Investigating Purchase Behavior of Mobile Gamers
<p>Free-to-play games typically have a monetization model that relies on players to purchase in-game items or virtual goods to generate revenue (Nguyen, 2015). There have been several empirical efforts to investigate purchase intention of virtual goods in video games with some focusing on …