Purchasing virtual products and services in virtual worlds is a rapidly growing form of online consumer behavior, especially among the digital natives. The paper examines why teens spend real money in virtual goods and services. We empirically investigate the reasons for virtual purchasing behavior in world‟s most popular social virtual world, Habbo Hotel. Using content analysis, we classify the reasons for purchasing into four higher order gratifications, namely elevated experience, hedonic and social factors as well as functional activities. The results demonstrate that virtual purchasing is a vehicle for enhancing and customizing the valued aspects in the user experience
Virtual worlds are three-dimensional (3D) persistent multi-user online environments where users inte...
Purpose Teens spend an increasing amount of time online particularly in teen-based virtual worlds su...
Virtual worlds are computer-simulated worlds in which multi-players can simultaneously interact in a...
Purchasing virtual products and services in virtual worlds is a rapidly growing form of online consu...
Virtual consumption, or consumption of virtual goods and property, has become a major economic activ...
Social virtual worlds (SVWs) have become increasingly important environments for social interaction,...
Most virtual community (VC) providers lack profitable business models. The challenge for VC provider...
AbstractMillions of teenagers today engage in social virtual worlds (SVWs). However, teenagers, ofte...
In the past few years, virtual worlds – such as Second Life, World of Warcraft and RuneScape – have ...
Social virtual worlds (SVWs) are an emerging phenomenon in terms of numbers of users as well as busi...
Contains fulltext : 202193.pdf (publisher's version ) (Open Access)Previous empiri...
Most of the revenue for online game producers comes from selling virtual goods. This study aimed to ...
With the development of the gaming industry, the trend of gaming virtual goods consumption is gradua...
Virtual worlds, such as Second Life, World of Warcraft and Everquest, have demonstrated huge economi...
Online game is a virtual world environment that many people called as gamer joins to find pleasure o...
Virtual worlds are three-dimensional (3D) persistent multi-user online environments where users inte...
Purpose Teens spend an increasing amount of time online particularly in teen-based virtual worlds su...
Virtual worlds are computer-simulated worlds in which multi-players can simultaneously interact in a...
Purchasing virtual products and services in virtual worlds is a rapidly growing form of online consu...
Virtual consumption, or consumption of virtual goods and property, has become a major economic activ...
Social virtual worlds (SVWs) have become increasingly important environments for social interaction,...
Most virtual community (VC) providers lack profitable business models. The challenge for VC provider...
AbstractMillions of teenagers today engage in social virtual worlds (SVWs). However, teenagers, ofte...
In the past few years, virtual worlds – such as Second Life, World of Warcraft and RuneScape – have ...
Social virtual worlds (SVWs) are an emerging phenomenon in terms of numbers of users as well as busi...
Contains fulltext : 202193.pdf (publisher's version ) (Open Access)Previous empiri...
Most of the revenue for online game producers comes from selling virtual goods. This study aimed to ...
With the development of the gaming industry, the trend of gaming virtual goods consumption is gradua...
Virtual worlds, such as Second Life, World of Warcraft and Everquest, have demonstrated huge economi...
Online game is a virtual world environment that many people called as gamer joins to find pleasure o...
Virtual worlds are three-dimensional (3D) persistent multi-user online environments where users inte...
Purpose Teens spend an increasing amount of time online particularly in teen-based virtual worlds su...
Virtual worlds are computer-simulated worlds in which multi-players can simultaneously interact in a...