Linkage of Virtual Activities with Real Money Spending in Online Games

Online games are one of the fastest growing segments of virtual community platforms with many people gathering together. Several distinct characteristics of online games make them a theoretically interesting research context to examine. First, the dual-currency system of virtual and real money embedded in online games enables developers to implement freemium model. Second, online games allow players to collaborate with others to achieve online game missions. Third, the missions given to players within a game make them utilize various strategies. Along with these three key characteristics of online games, our research aims at understanding the dynamic associations between game players’ virtual activities and real money spending. The findings of this research will contribute to the extant literature on virtual economies and bear salient managerial insights for numerous businesses utilizing virtual resources.

[1]  Ravi Bapna,et al.  Are Paid Subscriptions on Music Social Networks Contagious ? A Randomized Field Experiment , 2011 .

[2]  Sung-Byung Yang,et al.  An Odyssey into Virtual Worlds: Exploring the Impacts of Technological and Spatial Environments , 2011, MIS Q..

[3]  Martial Van der Linden,et al.  Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth , 2013, Comput. Hum. Behav..

[4]  Pradeep Dubey,et al.  Second Life and the New Generation of Virtual Worlds , 2008, Computer.

[5]  Chin-Lung Hsu,et al.  Why do people play on-line games? An extended TAM with social influences and flow experience , 2004, Inf. Manag..

[6]  Michele D. Dickey Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation , 2007 .

[7]  Jinwoo Kim,et al.  Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents , 2004, Cyberpsychology Behav. Soc. Netw..

[8]  Cuihua Shen,et al.  Network patterns and social architecture in Massively Multiplayer Online Games: Mapping the social world of EverQuest II , 2014, New Media Soc..

[9]  Shao-kang Lo,et al.  The impact of online game character's outward attractiveness and social status on interpersonal attraction , 2008, Comput. Hum. Behav..

[10]  Gal Oestreicher-Singer,et al.  "Paying for Content or Paying for Community?" The Effect of Social Involvement on Subscribing to Media Web Sites , 2009, ICIS.

[11]  Ching-I Teng,et al.  How Do Challenges Increase Customer Loyalty to Online Games? , 2013, Cyberpsychology Behav. Soc. Netw..

[12]  Edward J. Garrity,et al.  Player Commitment to Massively Multiplayer Online Role-Playing Games (MMORPGs): An Integrated Model , 2013, Int. J. Electron. Commer..

[13]  Stuart J. Barnes,et al.  Virtual item purchase behavior in virtual worlds: an exploratory investigation , 2009, Electron. Commer. Res..

[14]  David A. Bray,et al.  Second Life and Other Virtual Worlds: A Roadmap for Research , 2007, Commun. Assoc. Inf. Syst..

[15]  Cheng-Hsun Ho,et al.  Factors Affecting Intent to Purchase Virtual Goods in Online Games , 2012, Int. J. Electron. Bus. Manag..

[16]  William V. Wright,et al.  A Theory of Fun for Game Design , 2004 .

[17]  N. Krämer,et al.  The Relationship of Self-Esteem, Extraversion, Self-Efficacy, and Self-Presentation Within Social Networking Sites , 2008 .

[18]  Bartholomäus Wissmath,et al.  Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment , 2008, Comput. Hum. Behav..

[19]  Vili Lehdonvirta,et al.  Virtual Economies: Design and Analysis , 2014 .

[20]  Blake Ives,et al.  Marketing strategies in virtual worlds , 2007, DATB.