The present study investigated the phenomenon of buying ‘virtual assets’ for game avatars. Virtual Assets are items that are bought with real-world money for an avatar in-game; weapons, items, pets, mounts and skin customisations the most popular examples. Using Interpretative phenomenological analysis (IPA) six gamers that regularly bought in-game assets were interviewed. IPA was chosen because of its emphasis on lived experience, and each participant had subjective experiences of gaming and purchase behaviour. Of particular focus in this study were the superordinate themes of motivations for purchase behaviour, the resulting psychological impact on the gamer, the social benefits of gaming and virtual asset purchasing, emotional attachment...
Mobile games have produced almost half of total mobile application revenue. Freemium strategy is com...
Microtransactions – in-game purchases associated with gambling symptomology, excessive gaming and ps...
Free-to-play online games create significant revenues through sales of virtual items. The argument t...
The present study investigated the phenomenon of buying ‘virtual assets’ for game avatars. Virtual A...
The present study investigated the phenomenon of buying ‘virtual assets’ for game avatars. Virtual A...
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...
Nowadays, a huge number of individuals purchase virtual items in constantly growing service environm...
Online game is a virtual world environment that many people called as gamer joins to find pleasure o...
Free-to-play games typically have a monetization model that relies on players to purchase in-game it...
Over the last decade, buying in-game content with real money has become a more common practice among...
In the past few years, virtual worlds – such as Second Life, World of Warcraft and RuneScape – have ...
Virtual worlds, such as Second Life, World of Warcraft and Everquest, have demonstrated huge economi...
The consumption of virtual items and other forms of in‐game content is rapidly increasing in the Mas...
Contains fulltext : 202193.pdf (publisher's version ) (Open Access)Previous empiri...
Mobile games have produced almost half of total mobile application revenue. Freemium strategy is com...
Microtransactions – in-game purchases associated with gambling symptomology, excessive gaming and ps...
Free-to-play online games create significant revenues through sales of virtual items. The argument t...
The present study investigated the phenomenon of buying ‘virtual assets’ for game avatars. Virtual A...
The present study investigated the phenomenon of buying ‘virtual assets’ for game avatars. Virtual A...
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...
Nowadays, a huge number of individuals purchase virtual items in constantly growing service environm...
Online game is a virtual world environment that many people called as gamer joins to find pleasure o...
Free-to-play games typically have a monetization model that relies on players to purchase in-game it...
Over the last decade, buying in-game content with real money has become a more common practice among...
In the past few years, virtual worlds – such as Second Life, World of Warcraft and RuneScape – have ...
Virtual worlds, such as Second Life, World of Warcraft and Everquest, have demonstrated huge economi...
The consumption of virtual items and other forms of in‐game content is rapidly increasing in the Mas...
Contains fulltext : 202193.pdf (publisher's version ) (Open Access)Previous empiri...
Mobile games have produced almost half of total mobile application revenue. Freemium strategy is com...
Microtransactions – in-game purchases associated with gambling symptomology, excessive gaming and ps...
Free-to-play online games create significant revenues through sales of virtual items. The argument t...