In the past few years, virtual worlds – such as Second Life, World of Warcraft and RuneScape – have demonstrated the potential to be a promising online business model. Millions of paying users around the world now participate in virtual worlds and trade virtual items with each other. However, little empirical research has been conducted into players’ purchase behaviour in virtual worlds. To address this research gap, the current study develops and tests a conceptual model of purchase behaviour in the context of virtual worlds. An online survey was conducted within Second Life (n=250) and SEMPLS (Structural Equation Models by Partial Least Squares) was used to confirm the conceptual model. Among the statistically significant paths found in t...
The present study investigated the phenomenon of buying ‘virtual assets’ for game avatars. Virtual A...
Value creation in virtual worlds is an area of increasing interest to scholars, marketing researcher...
The present study investigated the phenomenon of buying ‘virtual assets’ for game avatars. Virtual A...
Virtual worlds, such as Second Life, World of Warcraft and Everquest, have demonstrated huge economi...
Virtual worlds, e.g. World of Warcraft (WoW) and RuneScape — have demonstrated huge economic potenti...
Virtual worlds, e.g. World of Warcraft (WoW) and RuneScape - have demonstrated huge economic potenti...
Purpose - Prior studies on virtual product purchase have focused on external technological factor bu...
Previous empirical studies have identified several factors that seem to play a role in determining p...
Although there’re studies that investigate the factors affecting the intention to purchase virtual i...
Virtual worlds (VWs) have emerged as a new context for gaming, collaboration, social networking but ...
Virtual worlds are 3D online persistent multi-user environments where users interact through avatars...
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 ...
Abstract Focusing on social network theories, we examine the interactive influence of both group-lev...
Abstract: The development of online games is so high that leads many companies to compose games. To ...
The present study investigated the phenomenon of buying ‘virtual assets’ for game avatars. Virtual A...
Value creation in virtual worlds is an area of increasing interest to scholars, marketing researcher...
The present study investigated the phenomenon of buying ‘virtual assets’ for game avatars. Virtual A...
Virtual worlds, such as Second Life, World of Warcraft and Everquest, have demonstrated huge economi...
Virtual worlds, e.g. World of Warcraft (WoW) and RuneScape — have demonstrated huge economic potenti...
Virtual worlds, e.g. World of Warcraft (WoW) and RuneScape - have demonstrated huge economic potenti...
Purpose - Prior studies on virtual product purchase have focused on external technological factor bu...
Previous empirical studies have identified several factors that seem to play a role in determining p...
Although there’re studies that investigate the factors affecting the intention to purchase virtual i...
Virtual worlds (VWs) have emerged as a new context for gaming, collaboration, social networking but ...
Virtual worlds are 3D online persistent multi-user environments where users interact through avatars...
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 ...
Abstract Focusing on social network theories, we examine the interactive influence of both group-lev...
Abstract: The development of online games is so high that leads many companies to compose games. To ...
The present study investigated the phenomenon of buying ‘virtual assets’ for game avatars. Virtual A...
Value creation in virtual worlds is an area of increasing interest to scholars, marketing researcher...
The present study investigated the phenomenon of buying ‘virtual assets’ for game avatars. Virtual A...