Kei'Ichiro Yamamoto's scientific contributions
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It was automatically created by ResearchGate to create a record of this author's body of work. We create such pages to advance our goal of creating and maintaining the most comprehensive scientific repository possible. In doing so, we process publicly available (personal) data relating to the author as a member of the scientific community.
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Publication (1)
In this paper, we provide a highly detailed analysis of the online marketplace for Counter Strike: Global Offensive. Looking to publicly available trade data on the Steam Community Market, we illustrate how players effectively utilize the market to earn money through Real Money Trade (RMT). Looking to the design of the game itself, we illustrate th...
Citations
... Skins first became available in 2013 when video game developer Valve released skins for the video game CSGO via their online Steam marketplace, where skins could be purchased, sold, or traded (Haskell, 2017). The demand for skins led to the emergence of a skin marketplace within Steam (Yamamoto & McArthur, 2015), shortly followed by third-party websites offering a secondary marketplace for Steam skins (e.g., OPSkins, Bitskins) and skin gambling. Although not Valve's probable intention, Steam's application programming interface enabled app developers to insert bots, or automated programs, allowing the transfer of skins between a Steam account and third-party websites offering betting on esports and chance-based games (Assael, 2017). ...