Furthermore, SNS effectively stimulates users to purchase virtual goods and developers to increase virtual good creation by reversing the impact of perceived enjoyment. Results indicate that psychological effect on purchasing and cost of time spent on playing influence strategic changes of both parties. Thus, this study adopts an evolutionary game method to model the supply–demand relationship on virtual goods and examine the impact of SNS on it. However, prior studies do not focus on the relationship between users and developers in the game on virtual goods and neglect the role of SNS. The impact of SNS on users’ purchase decision for virtual goods and developers’ decision to create them has to be determined given the dilemma of online games. Social network sites (SNS) have gradually permeated into people’s daily life recently, providing a new perspective for promoting the virtual market in games. The above highlights, i.e., the need for more research based on a holistic approach to SD, methodological rigor and continuity. Papers discussing the linkage between national culture and all elements of the TBL concept together are rare. Subsequent research projects were methodologically separate from the previous ones which implied inconsistent results. Cultural characteristics were combined with the data from different sources and covered different numbers of countries. The most popular topic in previous studies was the relationship between cultural dimensions (authored by Hofstede) and practices related to reporting on sustainability. The scientific structure of this field is formed by 80 articles, including 63 empirical papers which were based mostly on the analysis of secondary data. This study revealed that the interest of academics in the NCSD field is growing. It contributes to the development of knowledge by presenting the scientific structure of the general NCSD research field and the main detailed problems addressed in the papers assigned to this field, synthesizing the previous research findings, and emphasizing the need to examine SD holistically. To the author’s knowledge, this is the first literature review conducted on the above-defined NCSD field and based on a mixed-methods analysis. This constitutes the general field of “national culture sustainable development” (NCSD). ![]() The impact of NC should be broadly analyzed, taking into account the perspective of individuals, organizations, societies, etc. National culture (NC) plays a crucial role in transitioning societies toward sustainable development (SD) which is based on the triple bottom line (TBL) approach. To the best of our knowledge, this kind of research based on virtual game for sustainability has not been done before. Finally, virtual tools are provided for sustainable society. Gaming data of 3,670 players in September 2021 are used for correlation and regression analysis, which perform fine-grained analyses of the significance of different reward on online time in different stages. Furthermore, we divide the reward into fixed interval schedule, fixed ratio schedule and random schedule. Specifically, we have tracked 1,800 players for 3 years, which verifies that random reward is easier to cultivate player's habits than fixed reward. Therefore, we use Nova Empire to perform a complexity analysis of the relationship between virtual game reward mechanism and addiction. However, the premise is that there must be enough game players to maintain virtual ecology. Multiplayer Online Games (MOGs) are increasingly used as an experimental environment for social science. ![]() Therefore, solutions for sustainable cities and society should combine the factors of virtual world in era of Industry 4.0. ![]() As of January 2021, nearly 60% of the global population are active internet users, which means that the current social pattern presents an integration of virtual and reality under the rapid progress of urbanization.
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