Abstract
In recent years, third-party platforms for trading virtual game goods have rapidly gained popularity in China. These platforms refer to those that do not belong to game companies but still allow players to trade virtual game goods with one another. However, the motivations and practices surrounding trading on these platforms remain largely underexplored. To address this gap, we conducted an interview-based study with experienced players engaged in virtual goods trading. We used thematic analysis to examine the experiences and practices of players on these third-party trading platforms. Our work found that these third-party platforms have become an important component of maintaining players' gaming experience and converting large numbers of players into traders who earn cash from the game. Our research also offers nuanced insights into players' efforts to reconcile the dynamics between platforms and their expectations for virtual goods trading. © 2025 Copyright held by the owner/author(s).
| Original language | English |
|---|---|
| Title of host publication | Proceedings of the ACM on Human-Computer Interaction |
| Editors | Jeff Nichols |
| Publisher | Association for Computing Machinery |
| Volume | 9 |
| DOIs | |
| Publication status | Published - Nov 2025 |
| Event | 28th ACM Conference on Computer-Supported Cooperative Work and Social Computing (CSCW 2025) - Grieghallen Conference Center, Bergen, Norway Duration: 18 Oct 2025 → 22 Oct 2025 https://cscw.acm.org/2025/ |
Publication series
| Name | Proceedings of the ACM on Human-Computer Interaction |
|---|---|
| Publisher | Association for Computing Machinery |
| Number | 7 |
| Volume | 9 |
| ISSN (Electronic) | 2573-0142 |
Conference
| Conference | 28th ACM Conference on Computer-Supported Cooperative Work and Social Computing (CSCW 2025) |
|---|---|
| Abbreviated title | CSCW2025 |
| Place | Norway |
| City | Bergen |
| Period | 18/10/25 → 22/10/25 |
| Internet address |
Bibliographical note
Research Unit(s) information for this publication is provided by the author(s) concerned.Research Keywords
- online games
- virtual goods trading
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