The consumption of virtual items and other forms of in‐game content is rapidly increasing in the Massively Multiple Player Online Role‐Playing Games market. While psychological need satisfaction obtained through purchasing virtual items to achieve hedonic game experience remains at the center of the debate, most of these studies neglect the eudaimonic game experience and do not differentiate between the psychological experiences from functional items and nonfunctional items. Our research employs the eudaimonic game experience perspective to explore the psychological need satisfaction individuals achieve through purchasing functional and nonfunctional items. From interviews with 25 players, a novel finding is that, while competence, autonomy...
Contemporary video games such as massively multiplayer online role playing games (MMORPGs) have gain...
Although player motivation is one of the main concerns of computer gaming, research so far has been ...
AbstractThe level of consumer engagement in video game-playing is influenced by different factors, w...
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...
Mobile games have produced almost half of total mobile application revenue. Freemium strategy is com...
Abstract: Over the past years, scholars have explored eudaimonic video game experiences-profound ent...
In the past few years, virtual worlds – such as Second Life, World of Warcraft and RuneScape – have ...
Online game is a virtual world environment that many people called as gamer joins to find pleasure o...
To date, most research on massive multiplayer online role-playing games (MMORPGs) has focused on the...
Free-to-play online games create significant revenues through sales of virtual items. The argument t...
An explanation of player motivations in purchasing commodities in virtual worlds provides the founda...
Purpose - Prior studies on virtual product purchase have focused on external technological factor bu...
Purpose – It is assumed that consumers consume games to experience hedonic and utilitarian value. H...
Digital games have evolved into a medium that moves beyond basic toys for distraction and pleasure t...
Contemporary video games such as massively multiplayer online role playing games (MMORPGs) have gain...
Although player motivation is one of the main concerns of computer gaming, research so far has been ...
AbstractThe level of consumer engagement in video game-playing is influenced by different factors, w...
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...
Mobile games have produced almost half of total mobile application revenue. Freemium strategy is com...
Abstract: Over the past years, scholars have explored eudaimonic video game experiences-profound ent...
In the past few years, virtual worlds – such as Second Life, World of Warcraft and RuneScape – have ...
Online game is a virtual world environment that many people called as gamer joins to find pleasure o...
To date, most research on massive multiplayer online role-playing games (MMORPGs) has focused on the...
Free-to-play online games create significant revenues through sales of virtual items. The argument t...
An explanation of player motivations in purchasing commodities in virtual worlds provides the founda...
Purpose - Prior studies on virtual product purchase have focused on external technological factor bu...
Purpose – It is assumed that consumers consume games to experience hedonic and utilitarian value. H...
Digital games have evolved into a medium that moves beyond basic toys for distraction and pleasure t...
Contemporary video games such as massively multiplayer online role playing games (MMORPGs) have gain...
Although player motivation is one of the main concerns of computer gaming, research so far has been ...
AbstractThe level of consumer engagement in video game-playing is influenced by different factors, w...