Why do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment
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DOI: 10.1016/j.ijinfomgt.2015.01.007
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Cited by:
- Koivisto, Jonna & Hamari, Juho, 2019. "The rise of motivational information systems: A review of gamification research," International Journal of Information Management, Elsevier, vol. 45(C), pages 191-210.
- Banuri, Sheheryar & Nguyen, Ha, 2023.
"Borrowing to keep up (with the Joneses): Inequality, debt, and conspicuous consumption,"
Journal of Economic Behavior & Organization, Elsevier, vol. 206(C), pages 222-242.
- Banuri,Sheheryar & Nguyen,Ha Minh, 2020. "Borrowing to Keep Up (with the Joneses) : Inequality, Debt, and Conspicuous Consumption," Policy Research Working Paper Series 9354, The World Bank.
- Kim, Myung Ja & Hall, C. Michael, 2019. "A hedonic motivation model in virtual reality tourism: Comparing visitors and non-visitors," International Journal of Information Management, Elsevier, vol. 46(C), pages 236-249.
- Ahn, Suhyoung & Ellie Jin, Byoungho & Seo, Hyesim, 2024. "Why do people interact and buy in the Metaverse? Self-Expansion perspectives and the impact of hedonic adaptation," Journal of Business Research, Elsevier, vol. 175(C).
- Hamari, Juho & Koivisto, Jonna, 2015. "Why do people use gamification services?," International Journal of Information Management, Elsevier, vol. 35(4), pages 419-431.
- Huang, Han-Chung & Cheng, T.C.E. & Huang, Wei-Fan & Teng, Ching-I, 2018. "Impact of online gamers’ personality traits on interdependence, network convergence, and continuance intention: Perspective of social exchange theory," International Journal of Information Management, Elsevier, vol. 38(1), pages 232-242.
- Hamari, Juho & Keronen, Lauri, 2017. "Why do people play games? A meta-analysis," International Journal of Information Management, Elsevier, vol. 37(3), pages 125-141.
- Hamari, Juho & Hanner, Nicolai & Koivisto, Jonna, 2017. "Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play games," International Journal of Information Management, Elsevier, vol. 37(1), pages 1449-1459.
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Keywords
Freemium; Business model; Virtual goods; Free-to-play; Online game;All these keywords.
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