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Article: Why People Buy Virtual Items in Virtual Worlds with Real Money
- Article from:
- Database for Advances in Information Systems
- Article date:
- November 1, 2007
- Author:
CopyrightCopyright ACM-SIGMIS Nov 2007. Provided by ProQuest LLC. (Hide copyright information)
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Abstract
Virtual worlds, such as Second Life and Everquest, have grown into virtual game communities that have economic potential. In such communities, virtual items are bought and sold between individuals for real money. The study detailed in this paper aims to identify, model and test the individual determinants for the decision to purchase virtual items within virtual game communities. A comprehensive understanding of these key determinants will enable researchers to further the understanding of player behavior towards virtual item transactions, which are an important aspect of the economic system within virtual games and often raise one of the biggest challenges for game community ...