Virtual consumption, or consumption of virtual goods and property, has become a major economic activity in social virtual worlds such as Second Life. Given that virtual consumption has become an important part of everyday virtual life in social virtual worlds, understanding virtual consumption can be an essential aspect to understanding user behavior in those worlds. Despite its significance, little research has explicitly examined virtual consumption. Unsurprisingly, then, we know very little concerning the fundamental question of why users consume virtual property. The research study described in this paper is an initial examination of that question. For the study, we employed the laddering interview technique and means-end chain analysis...
While (Koufaris 2002) noted that electronic commerce must be understood from the perspective that we...
http://www.acrwebsite.org/volumes/display.asp?id=15029International audienceThis paper aims to impro...
Social virtual worlds (SVWs) have become increasingly important environments for social interaction,...
Virtual consumption, or consumption of virtual goods and property, has become a major economic activ...
Purchasing virtual products and services in virtual worlds is a rapidly growing form of online consu...
The aim of this study is to understand consumer goals for virtual consumption in social virtual worl...
Every day, thousands of people log into the virtual world of Second Life and collectively pay hundre...
Virtual consumption involves consuming virtual goods in cyberspace. Virtual consumption activities a...
Virtual worlds are 3D online persistent multi-user environments where users interact through avatars...
In the past few years, virtual worlds – such as Second Life, World of Warcraft and RuneScape – have ...
Virtual worlds are three-dimensional (3D) persistent multi-user online environments where users inte...
Virtual worlds are computer-simulated worlds in which multi-players can simultaneously interact in a...
In recent years, there has been significant growth in consumption of commodities in virtual social w...
There are now many virtual worlds in existence, a number of which have built considerable user bases...
44 pages. Presented to the Department of Economics and the Robert D. Clark Honors College in partial...
While (Koufaris 2002) noted that electronic commerce must be understood from the perspective that we...
http://www.acrwebsite.org/volumes/display.asp?id=15029International audienceThis paper aims to impro...
Social virtual worlds (SVWs) have become increasingly important environments for social interaction,...
Virtual consumption, or consumption of virtual goods and property, has become a major economic activ...
Purchasing virtual products and services in virtual worlds is a rapidly growing form of online consu...
The aim of this study is to understand consumer goals for virtual consumption in social virtual worl...
Every day, thousands of people log into the virtual world of Second Life and collectively pay hundre...
Virtual consumption involves consuming virtual goods in cyberspace. Virtual consumption activities a...
Virtual worlds are 3D online persistent multi-user environments where users interact through avatars...
In the past few years, virtual worlds – such as Second Life, World of Warcraft and RuneScape – have ...
Virtual worlds are three-dimensional (3D) persistent multi-user online environments where users inte...
Virtual worlds are computer-simulated worlds in which multi-players can simultaneously interact in a...
In recent years, there has been significant growth in consumption of commodities in virtual social w...
There are now many virtual worlds in existence, a number of which have built considerable user bases...
44 pages. Presented to the Department of Economics and the Robert D. Clark Honors College in partial...
While (Koufaris 2002) noted that electronic commerce must be understood from the perspective that we...
http://www.acrwebsite.org/volumes/display.asp?id=15029International audienceThis paper aims to impro...
Social virtual worlds (SVWs) have become increasingly important environments for social interaction,...