Exploring the value of purchasing online game items

نویسندگان

  • Bong-Won Park
  • Kun Chang Lee
چکیده

The aims of this paper are to: (1) modify the theory of consumption values in order to investigate online game users’ perceived value of purchasable game items, and (2) develop a new construct – the ‘‘integrated value of purchasing game items’’ – based on the modified theory of consumption values. We found that the enjoyment, character competency, visual authority, and monetary values are appropriate for describing how online game users perceive the value of game items. Utilizing second order analysis, the ‘‘integrated value of purchasing game items’’ was developed. To show the validity of the new construct, we developed a research model and tested it using the results of 327 valid questionnaires. Results revealed that the new construct is statistically significant in affecting users’ intention to purchase game items. 2011 Elsevier Ltd. All rights reserved.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Why Buy Virtual Helmets and Weapons? Introducing a Typology of Gamers

Nowadays, a huge number of individuals purchase virtual items in constantly growing service environments: online game communities. Some researchers have studied gamers’ motivations to purchase virtual game items in general, but no one has separated different gamer types regarding their purchasing motivations. Understanding different gamer types is important because gamers may purchase the same ...

متن کامل

Designing and Explaining the Impact Pattern of Online Advertising on Actual Purchasing (Case Study: Atieh Saba Holding)

The purpose of this study is to design and explain the impact pattern of online advertising on actual purchasing (Case Study: Atieh Saba Holding). The study is qualitative based on the objective and data collection process. The population of the study were all marketing and sales experts at Atieh Saba Holding, and among these experts, 10 were selected as the sample. In this study, data were col...

متن کامل

Online formative assessments: exploring their educational value

Introduction: Online formative assessments (OFA’s) have beenincreasingly recognised in medical education as resources thatpromote self-directed learning. Formative assessments are usedto support the self-directed learning of students. Online formativeassessments have been identified to be less time consuming withautomated feedback. This pilot study aimed to determine whetherparticipation and pe...

متن کامل

Why do teens spend real money in virtual worlds? A consumption values and developmental psychology perspective on virtual consumption

Monetizing the users base is a major business challenge in social media, online social networking and online entertainment. Many of these services employ the freemium business model i.e. offer a free access to the service and try to generate revenue from selling premium user accounts with exclusive features or selling virtual items. However, the value users create by virtual purchasing is not w...

متن کامل

The Bright Side of Failure in Online Gaming

This study examines online game failure (failing in a game mission) and its effects on player behavior (staying in the game) and consumption (purchasing virtual items). Consistent with attribution theory, we theorize the impact of failure on whether players stay in the game based on how failure is attributed: either to the individual or the team. Results of a two-phased Tobit model with over 3,...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:
  • Computers in Human Behavior

دوره 27  شماره 

صفحات  -

تاریخ انتشار 2011