Video games are definitely one of the fastest growing industry in all kind of digital platforms from computers to mobile phones. Cellular data and wifi connections allow players to link to their virtual life easily wherever they are. Online transactions have transformed video games into bustling online markets. Most of the games now offer variety of virtual products to their gamers within the virtual world. Multiplayer online battle arena or MOBA is one of the newest game models that use the free to play business model which allows users to purchase mostly virtual cosmetic products that have no effect on actual game play. In this study gaming time effects and virtual product involvement are researched in concept of cosmetic virtual product ...
Online games increasingly sell virtual items to generate more income. Intent to purchase virtual ite...
The research was aims to determine 1) how the impact of prices on purchasing decisions, 2) whether l...
In the past few years, virtual worlds – such as Second Life, World of Warcraft and RuneScape – have ...
Video games are definitely one of the fastest growing industry in all kind of digital platforms from...
With the development of the gaming industry, the trend of gaming virtual goods consumption is gradua...
Objectives of the Study The objectives of this study were to investigate microtransaction based mon...
. This study investigates online game consumer intention to purchase virtualproduct offered during t...
Increased mobile gaming revenue can’t be separated from the rapid growth of technology, especially o...
Online game is a virtual world environment that many people called as gamer joins to find pleasure o...
Abstract. This study investigates online game consumer intention to purchase virtualproduct offered ...
The main objective of this study was to explore the attitudes towards virtual reality gaming and the...
Most of the revenue for online game producers comes from selling virtual goods. This study aimed to ...
Barang virtual pada game online meliputi pakaian, senjata, kosmetik dan berbagai aksesoris lainya un...
Over the last decade, buying in-game content with real money has become a more common practice among...
The development of online games is so high that leads many companies to compose games. To increase c...
Online games increasingly sell virtual items to generate more income. Intent to purchase virtual ite...
The research was aims to determine 1) how the impact of prices on purchasing decisions, 2) whether l...
In the past few years, virtual worlds – such as Second Life, World of Warcraft and RuneScape – have ...
Video games are definitely one of the fastest growing industry in all kind of digital platforms from...
With the development of the gaming industry, the trend of gaming virtual goods consumption is gradua...
Objectives of the Study The objectives of this study were to investigate microtransaction based mon...
. This study investigates online game consumer intention to purchase virtualproduct offered during t...
Increased mobile gaming revenue can’t be separated from the rapid growth of technology, especially o...
Online game is a virtual world environment that many people called as gamer joins to find pleasure o...
Abstract. This study investigates online game consumer intention to purchase virtualproduct offered ...
The main objective of this study was to explore the attitudes towards virtual reality gaming and the...
Most of the revenue for online game producers comes from selling virtual goods. This study aimed to ...
Barang virtual pada game online meliputi pakaian, senjata, kosmetik dan berbagai aksesoris lainya un...
Over the last decade, buying in-game content with real money has become a more common practice among...
The development of online games is so high that leads many companies to compose games. To increase c...
Online games increasingly sell virtual items to generate more income. Intent to purchase virtual ite...
The research was aims to determine 1) how the impact of prices on purchasing decisions, 2) whether l...
In the past few years, virtual worlds – such as Second Life, World of Warcraft and RuneScape – have ...