Virtual consumption involves consuming virtual goods in cyberspace. Virtual consumption activities are evolving into an essential activity in social virtual worlds. Despite the growing importance of this activity, little research examines this phenomenon. The current study investigates the fundamental question of how users understand the consumption of virtual goods. Using the theory of social representations and core-periphery analysis, this study elicits and analyzes the social representation of virtual consumption. Study participants are 154 Second Life users. Results identify 32 concepts and relationships representing the collective perceptions of virtual consumption in this social virtual world. Social representation map interpretation...
Virtual purchases are the main source of revenue for developers of F2P games being a market with exp...
In order to expand our understanding of user innovation and entrepreneurship in emerging Web environ...
Virtual worlds—persistent virtual reality spaces—are becoming available to users, often for free, vi...
The aim of this study is to understand consumer goals for virtual consumption in social virtual worl...
Virtual consumption, or consumption of virtual goods and property, has become a major economic activ...
http://www.acrwebsite.org/volumes/display.asp?id=15029International audienceThis paper aims to impro...
An explanation of player motivations in purchasing commodities in virtual worlds provides the founda...
Virtual worlds are 3D online persistent multi-user environments where users interact through avatars...
Virtual worlds are 3D, online, persistent, multi-user environments where users interact through avat...
In recent years, there has been significant growth in consumption of commodities in virtual social w...
44 pages. Presented to the Department of Economics and the Robert D. Clark Honors College in partial...
In the past few years, virtual worlds – such as Second Life, World of Warcraft and RuneScape – have ...
Although research on three-dimensional virtual environments abounds, little is known about the socia...
With technological advance, virtuality and virtual consumption have been evolving to become increasi...
Abstract Focusing on social network theories, we examine the interactive influence of both group-lev...
Virtual purchases are the main source of revenue for developers of F2P games being a market with exp...
In order to expand our understanding of user innovation and entrepreneurship in emerging Web environ...
Virtual worlds—persistent virtual reality spaces—are becoming available to users, often for free, vi...
The aim of this study is to understand consumer goals for virtual consumption in social virtual worl...
Virtual consumption, or consumption of virtual goods and property, has become a major economic activ...
http://www.acrwebsite.org/volumes/display.asp?id=15029International audienceThis paper aims to impro...
An explanation of player motivations in purchasing commodities in virtual worlds provides the founda...
Virtual worlds are 3D online persistent multi-user environments where users interact through avatars...
Virtual worlds are 3D, online, persistent, multi-user environments where users interact through avat...
In recent years, there has been significant growth in consumption of commodities in virtual social w...
44 pages. Presented to the Department of Economics and the Robert D. Clark Honors College in partial...
In the past few years, virtual worlds – such as Second Life, World of Warcraft and RuneScape – have ...
Although research on three-dimensional virtual environments abounds, little is known about the socia...
With technological advance, virtuality and virtual consumption have been evolving to become increasi...
Abstract Focusing on social network theories, we examine the interactive influence of both group-lev...
Virtual purchases are the main source of revenue for developers of F2P games being a market with exp...
In order to expand our understanding of user innovation and entrepreneurship in emerging Web environ...
Virtual worlds—persistent virtual reality spaces—are becoming available to users, often for free, vi...