Abstract

This paper discusses proxy variables for social interactions in the virtual environment of the mobile digital game “Clash of Clans”. Players of this game can donate virtual troops to each other. These virtual troops can be used for offensive and defensive gameplay. These donations show how people interact with each other inside of the game. The donations also give information about overall activity of players of the mobile digital gaming application over time. This study shows and discusses relevant determinants for player engagement, such as the introduction of a new townhall level. New game content increases overall donations and therefore player activity in general. Furthermore, donations decrease over time when there is no bigger update.

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