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Relying on Maslow's needs-based theory of motivation, we analyze the role of the video game Animal Crossing: New Horizons (ACNH) in satisfying needs. We use an interdisciplinary framework involving both psychology and gaming. While ACNH creates a virtual world, we highlight its role in satisfying the needs of the real person. In doing so, we reflect on the interdependence between the real world and the virtual one.
Much significant research has been done to shed light on discrimination of females in, for example, labor markets. Less is known, in contrast, about the amount of discrimination in the virtual world of online gaming. In an early study, Castronova (2004) finds that female avatars receive about 10\% lower prices in online auctions. In this research note, we re-examine the pricing of avatars sold in the Fortnite game. We cannot reject the null hypothesis that female and male avatars are sold at the same prices. We also account for the impact of a Fortnite sex scandal on the price differential between female and male avatars.
In 2020, the video game Animal Crossing: New Horizons was listed among the top ten in terms of revenue. We analyze the game by relying on an interdisciplinary framework of border studies. Borders can be interpreted not only in a geographical sense but also in terms of a temporal dimension as well as a cultural dimension. We highlight how the game blurs the borders between the real and virtual world.
B|Orders in Motion in the Video Game Industry: An analysis based on Animal Crossing: New Horizon
(2021)
In 2020, the video game Animal Crossing: New Horizons was listed among the top ten in terms of revenue. We analyze the game by relying on an interdisciplinary framework of border studies. Borders can be interpreted not only in a geographical sense but also in terms of a temporal as well as a cultural dimension. We highlight how the game blurs the borders between the real and virtual world.
We analyse the effect of COVID-19 on the Okun's law relationship for several EU countries and the US. Results are based on regressions and a systematic DF-Beta analysis. Our results indicate that the year 2020 is an outlier in the Okun relationship. However, the direction of change is different in the European countries compared to the US.
Regularly, free-to-play games use their own virtual currency for in-game store purchases. We analyze the money illusion phenomenon by examining free-to-play games and their virtual currency exchange rate policies. We find that above pari exchange rates and advertising bonus packs instead of price discounts lead to money illusion on the side of the customer. Based on our findings, we derive managerial and policy implications.
Fortnite is the most successful video game in terms of revenues generated. Since it belongs to the 'free-to-play games', the company has to optimize the in-game-shop to generate revenues. Product differentiation is one possibility to optimize the profitability of the game. In this paper, we use a microeconomic approach in order to highlight the implications of product differentiation for the profit maximization problem.