The development and sale of massively multiplayer online games has emerged as a significant part of the 21st century entertainment industry. Yet, firms competing in this sector of the videogame industry vary in their ability to generate revenue from their products. We contend that social influence constitutes one primary factor that determines which massively multiplayer online game individuals consume. Using social identity theory for our theoretical underpinning, we argue that the identity that membership in important social groups provides influences individuals. We investigate the effects that two identity-related constructs, consumer-brand identification and social identity complexity, have on satisfaction and willingness to pay a subs...
The video game industry has become integrated into American lives and has continued to grow at a ste...
Recently digital items (e.g., avatars) have been widely used by people in virtual communities (VC) a...
Purpose - Prior studies on virtual product purchase have focused on external technological factor bu...
Social influence is an important factor in guiding individual behavior, including purchase decisions...
Abstract Focusing on social network theories, we examine the interactive influence of both group-lev...
Massively Multiplayer Online Games continue to grow and attract millions of players. While it is gen...
Online social networks are popular issues in electronic commerce and information systems areas. Howe...
Social interactions in online games have led gamers to form lasting social relationships. This has c...
Recently several studies have worked towards a better understanding of reasons to play multiplayer o...
Recently several studies have worked towards a better understanding of reasons to play multiplayer o...
This thesis examines the ways of how different elements of identity are performed in massively mult...
© 2015 International Communication Association. Over the past decades, digital games have continued ...
Within the industry of computer games, one game genre with increasing popularity is Multiplayer Onli...
The theoretical understanding of e-commerce has received much attention over the past years; however...
Recently digital items (e.g., avatars) have been widely used by people in virtual communities (VC) a...
The video game industry has become integrated into American lives and has continued to grow at a ste...
Recently digital items (e.g., avatars) have been widely used by people in virtual communities (VC) a...
Purpose - Prior studies on virtual product purchase have focused on external technological factor bu...
Social influence is an important factor in guiding individual behavior, including purchase decisions...
Abstract Focusing on social network theories, we examine the interactive influence of both group-lev...
Massively Multiplayer Online Games continue to grow and attract millions of players. While it is gen...
Online social networks are popular issues in electronic commerce and information systems areas. Howe...
Social interactions in online games have led gamers to form lasting social relationships. This has c...
Recently several studies have worked towards a better understanding of reasons to play multiplayer o...
Recently several studies have worked towards a better understanding of reasons to play multiplayer o...
This thesis examines the ways of how different elements of identity are performed in massively mult...
© 2015 International Communication Association. Over the past decades, digital games have continued ...
Within the industry of computer games, one game genre with increasing popularity is Multiplayer Onli...
The theoretical understanding of e-commerce has received much attention over the past years; however...
Recently digital items (e.g., avatars) have been widely used by people in virtual communities (VC) a...
The video game industry has become integrated into American lives and has continued to grow at a ste...
Recently digital items (e.g., avatars) have been widely used by people in virtual communities (VC) a...
Purpose - Prior studies on virtual product purchase have focused on external technological factor bu...