Research implications – We see potential for future research to look beyond the immaterial nature of digital virtual goods to study the complex networks of forces influencing digital virtual consumption, whilst the ambiguous ownership of in-game possessions presents possibilities for further research into the problematic nature of possessing, but not owning, such goods.
Watkins, R. and Molesworth, M. (2012), "Attachment to Digital Virtual Possessions in Videogames", Belk, R., Askegaard, S. and Scott, L. (Ed.) Research in Consumer Behavior (Research in Consumer Behavior, Vol. 14), Emerald Group Publishing Limited, Bingley, pp. 153-170. https://doi.org/10.1108/S0885-2111(2012)0000014012Download as .RIS
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