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10, 000 gold for 20 dollars: an exploratory study of World of Warcraft gold buyers.

, , , , and . FDG, page 105-112. ACM, (2012)

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A Methodological Framework for Socio-Cognitive Analyses of Collaborative Design of Open Source Software., , , , , and . Comput. Support. Cooperative Work., 15 (2-3): 229-250 (2006)Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds., , and . Comput. Support. Cooperative Work., 16 (3): 265-305 (2007)Body and mind: a study of avatar personalization in three virtual worlds., , , and . CHI, page 1151-1160. ACM, (2009)Massively Multiplayer Online Games as Living Laboratories: Opportunities and Pitfalls.. Online Worlds: Convergence of the Real and the Virtual, Springer, (2010)Preventing bots from playing online games., and . Computers in Entertainment, 3 (3): 3 (2005)The social side of gaming: a study of interaction patterns in a massively multiplayer online game., and . CSCW, page 360-369. ACM, (2004)E-Mail Management: A Techno-Managerial Research Perspective., , , , and . Commun. Assoc. Inf. Syst., (2006)Through the azerothian looking glass: mapping in-game preferences to real world demographics., , , and . CHI, page 2811-2814. ACM, (2012)A Methodological Framework for Socio-Cognitive Analyses of Collaborative Design of Open Source Software, , , , , and . CoRR, (2007)Socialization in an Open Source Software Community: A Socio-Technical Analysis.. Comput. Support. Cooperative Work., 14 (4): 323-368 (2005)