Explaining purchasing behavior within World of Warcraft

Guo, Yue and Barnes, Stuart J. (2012) Explaining purchasing behavior within World of Warcraft. Journal of Computer Information Systems, 52 (3). pp. 18-30.

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Abstract

Virtual worlds, e.g. World of Warcraft (WoW) and RuneScape — have demonstrated huge economic potential. However, little empirical research has been conducted into players' purchase behavior in virtual worlds. This research was designed to help gain a better understanding of factors influencing purchase behavior in virtual worlds by empirically developing and testing a conceptual model of purchase behavior in virtual worlds. An online survey was conducted within WoW (n=253) and structural equation modeling was used to test the research model. Among the statistically significant paths found in the model, effort expectancy, performance expectancy, advancement, perceived value, customization, habit, enjoyment and perceived social status all have strong impact on players' purchase intention and actual purchase behavior. The study rounds off with a discussion and conclusions, highlighting implications for research and practice, research limitations.

Item Type: Article
Uncontrolled Keywords: pls,purchase behavior,structural equation modeling,virtual world,world of warcraft
Faculty \ School: Faculty of Social Sciences > Norwich Business School
Related URLs:
Depositing User: Stuart Barnes
Date Deposited: 19 Oct 2011 20:37
Last Modified: 09 Nov 2022 10:30
URI: https://ueaeprints.uea.ac.uk/id/eprint/35081
DOI:

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