International audiencePurposeThe purpose of this paper is to examine whether children’s online play and participation in massively multiplayer online role playing games (MMORPGs) is leading to the development of virtual retail shopping motivations and behaviours. This exploratory study also examines the influence of age-related differences in children’s social and consumer development vs adults and gender on this.Design/methodology/approachThe study was conducted using two focus groups and ten in-depth interviews with 20 French children between the ages of eight and 12 years.FindingsResults show that children’s online play and participation in MMORPG communities is leading to the development of virtual retail shopping motivations and behavi...
Russian and foreign studies suggest that there is a significant increase in the use of computer prog...
Much of current research on adult gaming has focused on why and how women join online role-playing g...
Managing problematic interactions in online communities has been a challenge since the days of early...
Children’s virtual worlds attract millions of preteens. This article, which uses ethnographic method...
Australian children are increasingly using the Internet to access virtual worlds, which are simulate...
AbstractThe aim of this paper is to analyze the motivations and experiences of children to utilize v...
As virtual worlds for children increase in popularity, it is important to examine their developmenta...
Virtual worlds have become very popular and there have been some attempts to find the motivations an...
The paper describes research on the role and place of computer games in the lives of children and ad...
Children’s daily internet usage takes place to a large extent in a commercial environment, where adv...
The global phenomena of online gaming engages millions of people, some playing over 45 hours a week ...
Online survey data were collected from 30,000 users of Massively Multi-User Online Role-Playing Game...
Developing current geographical debates on children’s digital geographies and popular culture, this ...
In the past, traditional, non-digital games were limited by the physical space of play. Players woul...
This article provides a synthesis of a group of research studies conducted to better understand in w...
Russian and foreign studies suggest that there is a significant increase in the use of computer prog...
Much of current research on adult gaming has focused on why and how women join online role-playing g...
Managing problematic interactions in online communities has been a challenge since the days of early...
Children’s virtual worlds attract millions of preteens. This article, which uses ethnographic method...
Australian children are increasingly using the Internet to access virtual worlds, which are simulate...
AbstractThe aim of this paper is to analyze the motivations and experiences of children to utilize v...
As virtual worlds for children increase in popularity, it is important to examine their developmenta...
Virtual worlds have become very popular and there have been some attempts to find the motivations an...
The paper describes research on the role and place of computer games in the lives of children and ad...
Children’s daily internet usage takes place to a large extent in a commercial environment, where adv...
The global phenomena of online gaming engages millions of people, some playing over 45 hours a week ...
Online survey data were collected from 30,000 users of Massively Multi-User Online Role-Playing Game...
Developing current geographical debates on children’s digital geographies and popular culture, this ...
In the past, traditional, non-digital games were limited by the physical space of play. Players woul...
This article provides a synthesis of a group of research studies conducted to better understand in w...
Russian and foreign studies suggest that there is a significant increase in the use of computer prog...
Much of current research on adult gaming has focused on why and how women join online role-playing g...
Managing problematic interactions in online communities has been a challenge since the days of early...