Virtual item sales as a revenue model: identifying attributes that drive purchase decisions
By Vili Lehdonvirta. Electronic Commerce Research, 2009
396 citations recorded by the source corpus.
Subfields: Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/300b2f1e36c9b85abf4df9420bdfb4fe2470a584
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In Sociology and Political Science
Citations in the corpus
- Investigating the intention to purchase digital items in social networking communities: A customer value perspective (2011, background): “, online avatars, avatar accessories, decorative ornaments such as furniture, digital wallpapers, skins, background music, and virtual weapons used in Internet games) [12].”
- Game design as marketing: How game mechanics create demand for virtual goods (2010, neutral): “…2007 individual/psychological high immersion Guo & Barnes 2007 individual/psychological psychometric model Oh & Ryu 2007 game design (various) Lehdonvirta 2009 virtual item attributes functional/hedonic/social Lehdonvirta, Wilska & Johansson 2009 community/sociological social distinctions,…”