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Interactive effects of individual- and group-level variables on virtual purchase behavior in online communities
Authors:Paurav Shukla  Judy Drennan
Affiliation:1. Essex Business School, University of Essex, Wivenhoe Park, Colchester, CO4 3SQ, United Kingdom;2. School of Advertising, Marketing and Public Relations, QUT Business School, Queensland University of Technology, GPO Box 2434, Brisbane, QLD 4001, Australia
Abstract:Focusing on social network theories, we examine the interactive influence of both group-level (i.e. community influences) and individual-level variables (intrinsic and extrinsic motivations) simultaneously as the drivers of Massively Multiplayer Online Role-Playing Game (MMORPG) players’ virtual purchase behavior. We demonstrate that several aspects of real-world behavior are reflected in virtual purchase behavior. Notably, normative interpersonal influences and community identity are critical drivers and moderators of virtual purchases. Moreover, clear advancement and enjoyment opportunities offer important triggers for virtual purchase behavior. This study provides insights for game developers to increase virtual purchases, and identifies domain-specificity of each gaming platform.
Keywords:Virtual consumption  Massively multiplayer online role-playing games  Social network theory  Online communities  Extrinsic and intrinsic motivation  Structural equation modeling
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