Social interactions in online games have led gamers to form lasting social relationships. This has caused a tremendous increase in gift-giving on online gaming platforms. This study aims to identify factors that impact gamers’ gifting behaviour in online games. A conceptual framework is developed by incorporating the Social Identity Theory, Social Exchange Theory, and Theory of Planned Behaviour. This study adopts a quantitative research methodology that collects data from 404 Clash of Clans gamers. The findings show that gaming team identification and compliance with gaming team norms are positively associated with gaming team commitment. Gifting reciprocity, pleasure, relationship support, and convenience were positively associated with t...
The present study investigated the phenomenon of buying ‘virtual assets’ for game avatars. Virtual A...
Gift-Giving Behaviour (GGB) has received significant attention from academic researchers in the past...
The present study investigated the phenomenon of buying ‘virtual assets’ for game avatars. Virtual A...
The aim of this study was to look at motivations behind altruistic behavior in virtual commu-nities ...
Online games have gradually become a form of entertainment and a pastime for many people. In recent ...
© 2018 Copyright is held by the owner/author(s). Giving gifts is a fundamental part of human relatio...
The social foundations of the platform economy stand at the forefront of academic research in econom...
This study examined the international social network of a bounded Battlefield 4 gaming clan consider...
The development and sale of massively multiplayer online games has emerged as a significant part of ...
This study examined the international social network of a bounded Battlefield 4 gaming clan consider...
Abstract Focusing on social network theories, we examine the interactive influence of both group-lev...
The theoretical understanding of e-commerce has received much attention over the past years; however...
Affordable and accessible Internet has changed the way video games are played, allowing individuals ...
Business models integrating the internet into their value propositions have demonstrated varying lev...
The game industry has been continuously growing in the late years. In 2020, the release of Genshin I...
The present study investigated the phenomenon of buying ‘virtual assets’ for game avatars. Virtual A...
Gift-Giving Behaviour (GGB) has received significant attention from academic researchers in the past...
The present study investigated the phenomenon of buying ‘virtual assets’ for game avatars. Virtual A...
The aim of this study was to look at motivations behind altruistic behavior in virtual commu-nities ...
Online games have gradually become a form of entertainment and a pastime for many people. In recent ...
© 2018 Copyright is held by the owner/author(s). Giving gifts is a fundamental part of human relatio...
The social foundations of the platform economy stand at the forefront of academic research in econom...
This study examined the international social network of a bounded Battlefield 4 gaming clan consider...
The development and sale of massively multiplayer online games has emerged as a significant part of ...
This study examined the international social network of a bounded Battlefield 4 gaming clan consider...
Abstract Focusing on social network theories, we examine the interactive influence of both group-lev...
The theoretical understanding of e-commerce has received much attention over the past years; however...
Affordable and accessible Internet has changed the way video games are played, allowing individuals ...
Business models integrating the internet into their value propositions have demonstrated varying lev...
The game industry has been continuously growing in the late years. In 2020, the release of Genshin I...
The present study investigated the phenomenon of buying ‘virtual assets’ for game avatars. Virtual A...
Gift-Giving Behaviour (GGB) has received significant attention from academic researchers in the past...
The present study investigated the phenomenon of buying ‘virtual assets’ for game avatars. Virtual A...