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Open Access
Article
Publication date: 26 February 2024

Nadjim Mkedder, Mahmut Bakır, Yaser Aldhabyani and Fatma Zeynep Ozata

Virtual goods consumption has risen dramatically in recent years. Recognizing the benefits of virtual goods in generating revenue for online game companies, marketers strive to…

Abstract

Purpose

Virtual goods consumption has risen dramatically in recent years. Recognizing the benefits of virtual goods in generating revenue for online game companies, marketers strive to understand the motives behind virtual goods purchases. We investigated the direct and indirect effects of functional, emotional, and social values through player satisfaction on purchase intention toward virtual goods among online players.

Design/methodology/approach

In total, we surveyed 332 online game players utilizing a structured questionnaire. We employed a multi-analytic approach combining partial least squares structural equation modeling (PLS-SEM) and necessary condition analysis (NCA) to examine the proposed relationships.

Findings

The findings show that all dimensions of value and player satisfaction significantly affect the intention to acquire virtual goods. However, social value does not exert a significant effect on player satisfaction. Moreover, we confirmed that player satisfaction mediates the relationships between functional value, emotional value, and purchase intention. Furthermore, NCA results indicated that all predictors in the model are necessary conditions of purchase intention for virtual goods.

Originality/value

These findings contribute to an enhanced understanding of purchase intentions among online game players from a symmetric (PLS-SEM) and asymmetric (NCA) perspective by proposing a multi-analytic approach.

Details

Central European Management Journal, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2658-0845

Keywords

Book part
Publication date: 22 November 2012

Rebecca Watkins and Mike Molesworth

Purpose – To extend our understanding of consumers’ relationships with their growing collections of digital virtual goods by exploring adult videogamers’ attachments to their…

Abstract

Purpose – To extend our understanding of consumers’ relationships with their growing collections of digital virtual goods by exploring adult videogamers’ attachments to their digital virtual possessions within videogames.

Methodology – Phenomenological interviews with 35 adult videogamers, primarily conducted in participants’ homes and lasting on average two hours.

Findings – Our participants were able to possess and form emotional attachments to ‘irreplaceable’ digital virtual goods within videogames despite the goods’ immaterial nature and their own lack of legal ownership. The processes via which these attachments developed mirror our existing understanding of material possession attachment; however, technical and legal restrictions were found to hinder attachment formation. Our participants also expressed concerns, rooted not in the immateriality of the goods, but in their lack of control over the safety of their digital virtual possessions and societal perceptions surrounding such emotional involvement in ‘childish’ videogame play.

Originality/value – This study illustrates that consumers desire to, and find ways to, form meaningful attachments to possessions, regardless of their materiality, whilst highlighting the tension between the desire to possess and make meaning from digital virtual goods and recognition of their lack of legal ownership and control, and the goods’ status as frivolous.

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.

Details

Research in Consumer Behavior
Type: Book
ISBN: 978-1-78190-022-2

Keywords

Article
Publication date: 7 July 2021

Jhanghiz Syahrivar, Chairy Chairy, Ignatius Darma Juwono and Tamás Gyulavári

A rarely discussed type of indulgence good is “virtualgoods featured in freemium games, one of the most important platforms for online retailing. The freemium business model…

2229

Abstract

Purpose

A rarely discussed type of indulgence good is “virtualgoods featured in freemium games, one of the most important platforms for online retailing. The freemium business model becomes popular amid the growth of mobile games and smartphones. The purpose of this research is to look into the factors that influence the intention to play freemium games and purchase in-game virtual goods, as well as to compare male and female millennial gamers in Indonesia, Southeast Asia's largest mobile gaming market. This research discusses the phenomenon in the context of compensatory consumption.

Design/methodology/approach

This quantitative research used an online questionnaire for data collections. A total of 275 millennial mobile gamers were selected via purposive sampling. In total, there are six factors incorporated in this research: utility, self-indulgence, social interaction, competition, the intention to play freemium games and the intention to pay for virtual goods. This research used structural equation modelling (SEM) via AMOS software to test the hypotheses.

Findings

This research reveals that (1) utility is a negative predictor of the intention to pay for virtual goods, (2) self-indulgence is a positive predictor of the intention to play freemium games, (3) there is a mediation effect of the intention to play freemium games on the relationship between self-indulgence and the intention to pay for virtual goods, (4) social interaction is a positive predictor of the intention to pay for virtual goods, (5) competition is a positive predictor of the intention to play freemium games, (6) there is a mediation effect of the intention to play freemium games on the relationship between competition and the intention to pay for virtual goods and (7) the intention to play freemium games is a positive predictor of the intention to pay for virtual goods.

Research limitations/implications

This research has several limitations: first, half of the study’s millennial respondents were students whose gaming expenditures might depend on their parents or guardians' willingness to accommodate their gaming activities. Therefore, there might be some biases in the intention to pay for virtual goods. Second, the numbers of female respondents outweigh male respondents (44.4% males), hence the sample representativeness issue in a slightly male-dominated gaming industry in Indonesia. Third, the game genres the millennial respondents mostly played were the battle royale and the shooter games. Other game genres (e.g. puzzles) might involve a different mechanism. Lastly, the authors measured the compensatory consumption concept indirectly, such as by measuring variables associated with lack of time (utility), the need for virtual achievements or online recognitions (competition), mood-related issues (self-indulgence) and lack of belongingness (social interaction).

Practical implications

Game developers and online retailers (e.g. Google Play Store, Android App Store and Microsoft Store) should incorporate competition, indulgence and social interaction elements when designing and promoting freemium games. Based on the results of this research, a combination of these three elements improves the likelihood of purchasing virtual goods via online retail platforms

Originality/value

This is the first research to demonstrate a link between online retailing and compensatory consumption, particularly in the context of freemium games. This research extends the literature on online retailing in the context of freemium games, which has received little attention. In addition to theoretical support, this research provides new empirical evidence for previously unexplored and unsupported relationships.

Details

International Journal of Retail & Distribution Management, vol. 50 no. 1
Type: Research Article
ISSN: 0959-0552

Keywords

Article
Publication date: 1 June 2012

Echo Huang

The purpose of this paper is to examine the effects of interactive and social features on users' online experiences and their purchase intention of virtual goods from a social…

18533

Abstract

Purpose

The purpose of this paper is to examine the effects of interactive and social features on users' online experiences and their purchase intention of virtual goods from a social network site.

Design/methodology/approach

A banner with a hyperlink that connected to the author's web survey was posted on the homepage of Facebook. Of the 258 responses returned, 176 were fully completed. Measurement items were adapted from previous literature. Structural equation modeling (SEM) was used to evaluate the research model and hypotheses testing.

Findings

The results of an empirical study supported the use of the stimuli‐organism‐response (S‐O‐R) model in a social networking site and showed how environmental features should be incorporated to enhance users' online experiences and purchase intentions. Specifically, social identity showed the strongest influence on involvement and flow. More specifically, affective involvement showed the greatest influence on purchase intention compared to flow and cognitive involvement.

Practical implications

The relative importance of both interactivity and social identity in platform features in shaping consumers' online experiences should not be ignored. The author suggests online games or apps. Additionally, platform providers should advance social identity features that show a strong positive impact on users' online experiences.

Originality/value

With the proliferation of online social gaming, there is growing evidence for virtual goods consumption; however, relatively few studies have discussed this phenomenon. This paper draws on hypotheses from environmental psychology; specifically, users' intentions to purchase are modeled on user responses to the online stimuli of a Web platform and the online experience that such an environment elicits.

Details

Internet Research, vol. 22 no. 3
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 10 December 2021

Hee-Tae Lee and Moon-Kyung Cha

This paper aims to identify the effect of social structure variables on the purchase of virtual goods. Using field data, it also tests whether their effects on a social networking…

Abstract

Purpose

This paper aims to identify the effect of social structure variables on the purchase of virtual goods. Using field data, it also tests whether their effects on a social networking service are dynamic.

Design/methodology/approach

To achieve the research objectives, the authors have applied the random effects panel Tobit model with actual time-series corporate data to explain a link between network structure factors and actual behavior on social networking services.

Findings

The authors have found that various network structure variables such as in-degree, in-closeness centrality, out-closeness centrality and clustering coefficients are significant predictors of virtual item sales; while the constraint is marginally significant, out-degree is not significant. Furthermore, these variables are time-varying, and the dynamic model performs better in a model fit than the static one.

Practical implications

The findings will help social networking service (SNS) operators realize the importance of understanding network structure variables and personal motivations or the behavior of consumers.

Originality/value

This study provides implications in that it uses various and dynamic network structure variables with panel data.

Article
Publication date: 17 February 2021

Reo Song, Risto Moisio and Moon Young Kang

Virtual gifts have emerged as a common feature of online communities, social gaming and social networks. This paper aims to examine how network-related variables and gift-seeding…

Abstract

Purpose

Virtual gifts have emerged as a common feature of online communities, social gaming and social networks. This paper aims to examine how network-related variables and gift-seeding impact virtual gift sales. The network variables include gift-giver centrality and gift-giving dispersion, capturing, respectively, the relative importance of gift-givers in a network and their tendency to give gifts to a greater or lesser number of network peers. Gift-seeding tactics capture social network firms’ attempts to stimulate virtual gift purchases by awarding virtual gifts to network members.

Design/methodology/approach

This study develops and estimates a fixed-effects panel data regression model to analyze virtual gift purchase data for a large social network service.

Findings

Gift-giver centrality, gift-giving dispersion and gift-seeding increase virtual gift purchases. Increases in consumers’ receipt of seed gifts from social network firms (“direct seeding”) and from other consumers (“indirect seeding”) increases virtual gift purchases. However, the extent to which consumers give seed gifts to their friends in the social network (“seed mediation”) does not affect sales. Greater gift-giver centrality amplifies (attenuates) the positive effects of direct (indirect) seeding. At greater levels of gift-giving dispersion, the effects of indirect seeding and seed mediation become negative. Furthermore, gift-seeding has spillover effects on virtual good (non-gift) purchases.

Research limitations/implications

This study’s data, drawn from a South Korean social network service, offer unique and valuable social network information on actual virtual gift purchases and their seeding. Future research should replicate the results of the study outside the South Korean context.

Practical implications

Given the effects reported in this study, social network firms can facilitate the purchases of virtual gifts by improving the targeting of consumers in social networks and gift-seeding tactics.

Originality/value

This study uniquely examines the individual and interactive effects of network-related variables and gift-seeding on virtual gift sales. The study is seminal in its examination of how gift-seeding can be used as a marketing tactic to increase virtual gift purchases.

Details

European Journal of Marketing, vol. 55 no. 6
Type: Research Article
ISSN: 0309-0566

Keywords

Book part
Publication date: 13 December 2017

Qiongwei Ye and Baojun Ma

Internet + and Electronic Business in China is a comprehensive resource that provides insight and analysis into E-commerce in China and how it has revolutionized and continues to…

Abstract

Internet + and Electronic Business in China is a comprehensive resource that provides insight and analysis into E-commerce in China and how it has revolutionized and continues to revolutionize business and society. Split into four distinct sections, the book first lays out the theoretical foundations and fundamental concepts of E-Business before moving on to look at internet+ innovation models and their applications in different industries such as agriculture, finance and commerce. The book then provides a comprehensive analysis of E-business platforms and their applications in China before finishing with four comprehensive case studies of major E-business projects, providing readers with successful examples of implementing E-Business entrepreneurship projects.

Internet + and Electronic Business in China is a comprehensive resource that provides insights and analysis into how E-commerce has revolutionized and continues to revolutionize business and society in China.

Details

Internet+ and Electronic Business in China: Innovation and Applications
Type: Book
ISBN: 978-1-78743-115-7

Article
Publication date: 11 November 2014

Jayasankar Ramanathan and Keyoor Purani

The purpose of this paper is to help marketing scholars view virtual worlds as new product–markets and trigger serious investigations on consumer evaluation of brand extensions…

3949

Abstract

Purpose

The purpose of this paper is to help marketing scholars view virtual worlds as new product–markets and trigger serious investigations on consumer evaluation of brand extensions when a brand is extended from the real world to a virtual world and vice versa.

Design/methodology/approach

The paper makes an extensive review of studies on virtual world. Further, it amalgamates understanding from well-established literature on consumer evaluation of brand extensions into the emerging virtual world understanding to conceptualize moderating influence of contexts – the real world context and a virtual world context – on how consumers evaluate brand extensions.

Findings

Through logical arguments supported by existing literature, the paper provides 14 well-conceptualized propositions that argue that the real world and virtual world contexts moderate the well-established relationships in brand extension literature. It broadly proposes that the relationships between the consumer evaluations of brand extension and its known determinants are stronger in case of within-the-world extensions and weaker in case of across-the-world extensions.

Research limitations/implications

The paper introduces to the marketing scholars an entirely new area of enquiry as it challenges the known brand extension knowledge when a brand is extended across the worlds.

Practical implications

Marketers considering launching new offerings across the contexts of real or virtual world would have implications on whether to extend the brand or not.

Originality/value

Virtual worlds have largely been construed in marketing literature as fictional worlds. There is not much explored in terms of virtual worlds as new product–markets. The study offers unique value in conceptualizing differences among within-the-world brand extensions and across-the-world brand extensions.

Details

Journal of Product & Brand Management, vol. 23 no. 7
Type: Research Article
ISSN: 1061-0421

Keywords

Article
Publication date: 9 October 2017

Nicholas Patterson, Michael Hobbs and Tianqing Zhu

The purpose of this study is to provide a framework to detect and prevent virtual property theft in virtual world environments. The issue of virtual property theft is a serious…

Abstract

Purpose

The purpose of this study is to provide a framework to detect and prevent virtual property theft in virtual world environments. The issue of virtual property theft is a serious problem which has ramifications in both the real and virtual world. Virtual world users invest a considerable amount of time, effort and often money to collect virtual property, only to have them stolen by thieves. Many virtual property thefts go undetected and often only discovered after the incident has occurred.

Design/methodology/approach

This paper presents the design of an autonomic detection framework to identify virtual property theft at two key stages: account intrusion and virtual property trades. Account intrusion is an unauthorized user attempting to gain access to an account and unauthorized virtual property trades are trading of items between two users which exhibit theft characteristics.

Findings

Initial tests of this framework on a synthetic data set show an 80 per cent detection rate. This framework allows virtual world developers to tailor and extend it to suit their specific requirements. It provides an effective way of detecting virtual property theft while being low maintenance, user friendly and cost effective.

Originality/value

To the author’s knowledge, there is no detection framework, system or tool that works on virtual property theft detection in virtual world environments without access to authentic virtual world data or attack data (because of privacy issues and unwillingness of virtual world environments companies to collaborate). The topic of virtual property theft, lack of existing labelled data sets, user anonymity, size of virtual world environments data sets and privacy issues with virtual world companies and a number of other critical factors distinguish this paper from previous studies.

Details

Information & Computer Security, vol. 25 no. 4
Type: Research Article
ISSN: 2056-4961

Keywords

Expert briefing
Publication date: 8 August 2022

Although the metaverse is in its early days, the enabling technologies are approaching a convergence point where some large companies are starting to experiment with it both as a…

Details

DOI: 10.1108/OXAN-DB271953

ISSN: 2633-304X

Keywords

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