Abstract
The mobile game markets are increasingly competitive and
the game publishers are looking for new ways to increase
player retention and cross commercialization of games. In
this paper, we examine how a purchasing system using
virtual currency based common market can be designed and
implemented in order to create a larger service platform.
The solution enables cross-game purchasing of virtual
items from one game into another. We present how such a
system can be designed, how it would fit into larger
vision of multi-game ecosystem and what kind of
limitations there are when implementing such a system. As
a result, we describe solution of a bank and a
marketplace entity, which are responsible of the
transactions, virtual items and connecting games to each
other. As a conclusion, we are presenting the expected
challenges and expansion plans for the common market
system.
Original language | English |
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Title of host publication | 30th Bled eConference |
Subtitle of host publication | Digital Transformation - From Connecting Things to Transforming our Lives, BLED 2017 |
Publisher | University of Maribor Press |
Pages | 531-544 |
ISBN (Print) | 978-961-286-043-1 |
DOIs | |
Publication status | Published - 2017 |
MoE publication type | A4 Article in a conference publication |
Event | 30th Bled eConference: Digital Transformation : From Connecting Things to Transforming Our Lives, Bled 2017 - Bled, Slovenia Duration: 18 Jun 2017 → 21 Jun 2017 |
Conference
Conference | 30th Bled eConference |
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Abbreviated title | Bled 2017 |
Country/Territory | Slovenia |
City | Bled |
Period | 18/06/17 → 21/06/17 |
Keywords
- mobile games
- virtual currency
- common market
- cross-game purchase