Most virtual community (VC) providers lack profitable business models. The challenge for VC providers is to generate and increase revenue from sources other than advertising. The sale of digital items (e.g., avatar) to VC members is a recent revenue generation method. This study examines how VC members decide to purchase digital items from the customer value perspective. Based on customer value theory, this study identifies six factors over three dimensions of customer value and examines their effects on VC members’ intention of purchasing digital items. Our finding suggests that the effect of value on members’ purchase intentions is significant in the functional (i.e., quality of digital items), social (i.e., social self-image), and emotio...
Virtual communities that feature avatars are an emerging social software business model on the Inter...
Marketing professionals gradually utilize virtual communities as a new media for affecting sales by ...
The benefits of virtual communities in increasing firms’ profits, instilling knowledge in consumers,...
Recently digital items (e.g., avatars) have been widely used by people in virtual communities (VC) a...
Most of the revenue for online game producers comes from selling virtual goods. This study aimed to ...
Recently digital items (e.g., avatars) have been widely used by people in virtual communities (VC) a...
While virtual communities (VCs) have been used mainly for information sharing and social networking,...
Avatar-equipped e-commerce is an information technology-driven business model in cyberspace. It is o...
Purchasing virtual products and services in virtual worlds is a rapidly growing form of online consu...
Virtual communities include everything from discussion boards to massive multiplayer online role-pla...
Consumers create a great deal of content in the Internet. As they do not get a monetary compensation...
Online game is a virtual world environment that many people called as gamer joins to find pleasure o...
In China, major community e-commerce websites are focusing on increasing customer bases by convertin...
Web-based virtual communities are regarded as potential channels for conducting e-commerce because o...
In the past few years, virtual worlds – such as Second Life, World of Warcraft and RuneScape – have ...
Virtual communities that feature avatars are an emerging social software business model on the Inter...
Marketing professionals gradually utilize virtual communities as a new media for affecting sales by ...
The benefits of virtual communities in increasing firms’ profits, instilling knowledge in consumers,...
Recently digital items (e.g., avatars) have been widely used by people in virtual communities (VC) a...
Most of the revenue for online game producers comes from selling virtual goods. This study aimed to ...
Recently digital items (e.g., avatars) have been widely used by people in virtual communities (VC) a...
While virtual communities (VCs) have been used mainly for information sharing and social networking,...
Avatar-equipped e-commerce is an information technology-driven business model in cyberspace. It is o...
Purchasing virtual products and services in virtual worlds is a rapidly growing form of online consu...
Virtual communities include everything from discussion boards to massive multiplayer online role-pla...
Consumers create a great deal of content in the Internet. As they do not get a monetary compensation...
Online game is a virtual world environment that many people called as gamer joins to find pleasure o...
In China, major community e-commerce websites are focusing on increasing customer bases by convertin...
Web-based virtual communities are regarded as potential channels for conducting e-commerce because o...
In the past few years, virtual worlds – such as Second Life, World of Warcraft and RuneScape – have ...
Virtual communities that feature avatars are an emerging social software business model on the Inter...
Marketing professionals gradually utilize virtual communities as a new media for affecting sales by ...
The benefits of virtual communities in increasing firms’ profits, instilling knowledge in consumers,...